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		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=114684</id>
		<title>MEC Trooper (Long War)</title>
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		<updated>2023-07-04T14:55:31Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: Adding in the suggestion of not carrying any secondary weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
{{Toc (Long War)|2}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]&#039;&#039;&#039; 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 Reduction (Long War)|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;
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 customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. 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;&#039;&#039;[[Abilities List (Long War)#One for All|One for All]]&#039;&#039;&#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;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#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 for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like &#039;&#039;&#039;[[Abilities List (Long War)#Mindfray|Mindfray]]&#039;&#039;&#039; as a result.&lt;br /&gt;
&lt;br /&gt;
==Augmentation==&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. You can augment gene modded troopers, but they will lose their gene modded benefits when becoming a MEC. MEC troopers cannot get gene mods. Soldiers can be fatigued or injured - in fact it is beneficial to augment wounded soldiers, as their injuries are all healed upon augmentation. However, your soldier will lose one rank (a Corporal will become a Lance Corporal MEC). Augmentation is performed in [[Repair Bay (Long War)|Repair Bay]], costs 40 credits and 60 meld, and takes 10 days to complete.&lt;br /&gt;
&lt;br /&gt;
In order to augment, you need to research [[Research (Long War)#Xenology|Alien Biocybernetics]] (prerequisites Alien Materials, Alien Computers, Xenobiology, Xenogenetics) and build a Repair Bay.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
===[[Armor (Long War)#MEC exoskeletons|Armor]]===&lt;br /&gt;
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven 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, two or three utility slots and one to three secondary weapon slots. 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.&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-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[Primary Weapons (Long War)#MEC primary weapons|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 (Long War)#MEC secondary weapons|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. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mists. All secondary weapons have weight, which will reduce the MEC&#039;s movement range, but the player can opt for a MEC trooper to take no secondary weapons along if they wish to preserve mobility.&lt;br /&gt;
&lt;br /&gt;
All MEC soldiers also get the &#039;&#039;&#039;[[Abilities List (Long War)#Combined Arms|Combined Arms]]&#039;&#039;&#039; perk, ignoring 1 point of the enemy DR.&lt;br /&gt;
&lt;br /&gt;
===[[Equipment (Long War)#MEC equipment|Equipment]]===&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Combined Arms and One For All.&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 reduction, 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 Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their 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;
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier&#039;s original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others 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;
===All MECs===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: CLASS MECH.png|left]]&lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{ListPerks (Long War)|{{One For All (Long War)|align=left}}|{{Combined Arms (Long War)|align=left}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jaeger===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: Class Jaeger (Long War).png|left|60px]]&lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{In The Zone (Long War)|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The &#039;&#039;&#039;[[Jaeger (Long War)|Jaeger]]&#039;&#039;&#039; is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with &#039;&#039;&#039;[[Abilities List (Long War)#In_the_Zone|In The Zone]]&#039;&#039;&#039;, destroying many weakened opponents. They pay for this offensive power by being the most fragile of the MEC classes.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: Class Pathfinder (Long War).png|left|60px]]&lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{Hit And Run (Long War)|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The &#039;&#039;&#039;[[Pathfinder (Long War)|Pathfinder]]&#039;&#039;&#039; is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the &#039;&#039;&#039;[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]&#039;&#039;&#039; perk.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Valkyrie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: Class Valkyrie (Long War).png|left|60px]] &lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{Light Em Up (Long War)|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039; is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
Valkyries focus on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]&#039;&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to &#039;&#039;&#039;[[Abilities List (Long War)#Lock N Load|Lock N&#039; Load]]&#039;&#039;&#039;, allowing them to keep up with their ammo consumption.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: Class Marauder (Long War).png|left|60px]] &lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{Close Encounters (Long War)|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039; is created from the [[Assault (Long War)|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;&#039;[[Abilities List (Long War)#Run and Gun|Run and Gun]]&#039;&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: Class Goliath (Long War).png|left|60px]] &lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{Absorption Fields (Long War)|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The &#039;&#039;&#039;[[Goliath (Long War)|Goliath]]&#039;&#039;&#039; is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Archer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: Class Archer (Long War).png|left|60px]] &lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{Bombard (Long War)|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The &#039;&#039;&#039;[[Archer (Long War)|Archer]]&#039;&#039;&#039; is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;&#039;[[Abilities List (Long War)#Packmaster|Packmaster]]&#039;&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: Class Guardian (Long War).png|left|60px]] &lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{Opportunist (Long War)|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The &#039;&#039;&#039;[[Guardian (Long War)|Guardian]]&#039;&#039;&#039; is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile 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, whilst having &#039;&#039;&#039;[[Abilities List (Long War)#Opportunist|Opportunist]]&#039;&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shogun===&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 15px 0 15px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;position:relative; float:left;&amp;quot;&amp;gt;[[File: Class Shogun (Long War).png|left|60px]] &lt;br /&gt;
    &amp;lt;div style=&amp;quot;position:relative; float:left; width: 300px; top: 28px; left:15px;&amp;quot;&amp;gt;{{Collateral Damage (Long War)|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;The &#039;&#039;&#039;[[Shogun (Long War)|Shogun]]&#039;&#039;&#039; is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the &#039;&#039;&#039;[[Abilities List (Long War)#Sapper|Sapper]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]&#039;&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;, making all of their weapons especially effective against robotic opponents.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
===Health {{Health (Long War)}}===&lt;br /&gt;
Hidden Potential in (). &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:5px;&amp;quot; | Rank!![[Jaeger_(Long_War)|Jaeger]]||[[Pathfinder_(Long_War)|Pathfinder]]!![[Valkyrie_(Long_War)|Valkyrie]]!![[Marauder_(Long_War)|Marauder]]!![[Goliath_(Long_War)|Goliath]]!![[Archer_(Long_War)|Archer]]!![[Guardian_(Long_War)|Guardian]]!![[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; | Specialist      || 1 (60%) || 1 (70%) || 1 (70%) || 1 (80%) || 1 (99%) || 1 (60%) || 1 (70%) || 1 (80%)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; | Lance Corporal  || 0 (20%) || 0 (40%) || 0 (40%) || 0 (50%) || 1 (99%) || 0 (30%) || 0 (40%) || 0 (50%)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; | Corporal        || 0 (20%) || 1 (70%) || 1 (70%) || 1 (80%) || 1 (99%) || 0 (30%) || 1 (70%) || 1 (80%)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; | Sergeant        || 1 (60%) || 0 (40%) || 0 (40%) || 1 (80%) || 1 (99%) || 1 (60%) || 0 (40%) || 1 (80%)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; | Tech Sergeant   || 0 (20%) || 1 (70%) || 1 (70%) || 1 (80%) || 1 (99%) || 0 (30%) || 1 (70%) || 1 (80%)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; | Gunnery Sergeant|| 0 (20%) || 0 (40%) || 0 (40%) || 0 (50%) || 1 (99%) || 0 (30%) || 0 (40%) || 0 (50%)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; | Master Sergeant || 1 (60%) || 1 (70%) || 1 (70%) || 1 (80%) || 1 (99%) || 1 (60%) || 1 (70%) || 1 (80%)&lt;br /&gt;
|-&lt;br /&gt;
| Total          || 3 (2.6) || 4 (4.0) || 4 (4.0) || 5 (5.0) || 7 (6.93) || 3 (3.0) || 4 (4.0) || 5 (5.0)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aim {{Aim (Long War)}}===&lt;br /&gt;
Hidden Potential in (). &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:5px;&amp;quot; | Rank!![[Jaeger_(Long_War)|Jaeger]]||[[Pathfinder_(Long_War)|Pathfinder]]!![[Valkyrie_(Long_War)|Valkyrie]]!![[Marauder_(Long_War)|Marauder]]!![[Goliath_(Long_War)|Goliath]]!![[Archer_(Long_War)|Archer]]!![[Guardian_(Long_War)|Guardian]]!![[Shogun_(Long_War)|Shogun]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; |Specialist      || 4 (2-6) || 3 (1-5) || 3 (1-5) || 2 (1-5) || 2 (1-3) || 2 (1-3) || 3 (1-5) || 3 (1-5)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; |Lance Corporal  || 4 (2-6) || 3 (1-5) || 3 (1-5) || 2 (1-3) || 1 (0-2) || 2 (1-3) || 3 (1-5) || 2 (1-3)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; |Corporal        || 4 (2-6) || 3 (1-5) || 3 (1-5) || 2 (1-3) || 2 (1-3) || 2 (1-3) || 3 (1-5) || 2 (1-3)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; |Sergeant        || 4 (2-6) || 3 (1-5) || 3 (1-5) || 2 (1-3) || 1 (0-2) || 2 (1-3) || 3 (1-5) || 3 (1-5)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; |Tech Sergeant   || 4 (2-6) || 3 (1-5) || 3 (1-5) || 2 (1-3) || 2 (1-3) || 2 (1-3) || 3 (1-5) || 2 (1-3)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; |Gunnery Sergeant|| 4 (2-6) || 3 (1-5) || 3 (1-5) || 2 (1-3) || 1 (0-2) || 2 (1-3) || 3 (1-5) || 2 (1-3)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left; padding-left:15px;&amp;quot; |Master Sergeant || 4 (2-6) || 3 (1-5) || 3 (1-5) || 2 (1-3) || 2 (1-3) || 2 (1-3) || 3 (1-5) || 3 (1-5)&lt;br /&gt;
|-&lt;br /&gt;
|Total           || 28 || 21 || 21 || 14 || 11 || 14 || 21 || 17&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Will {{Will (Long War)}}===&lt;br /&gt;
All MECs gain 2-3 will per level, or 0-5 will with Hidden Potential.&lt;br /&gt;
&lt;br /&gt;
==Absorption Fields==&lt;br /&gt;
The &#039;&#039;&#039;[[Abilities List (Long War)#Absorption Fields|Absorption Fields]]&#039;&#039;&#039; MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding:5px;&amp;quot; | 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Absorption fields are applied after all other damage reduction.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Armor (Long War)|Armor]]&lt;br /&gt;
*[[Primary Weapons (Long War)|Primary Weapons]]&lt;br /&gt;
*[[Secondary Weapons (Long War)|Secondary Weapons]]&lt;br /&gt;
*[[MEC Trooper (EU2012)]]&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&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>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=90440</id>
		<title>Jaeger (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=90440"/>
		<updated>2020-04-23T06:52:28Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: /* Long-range ITZ cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Jaeger (Long War).png|left|frame|64px|Jaeger]]&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;Sniper&#039;&#039;&#039; class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&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={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Platform Stability (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sharpshooter (Long War) |text=1}}&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={{Executioner (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Flush (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Ranger (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Aggression (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Repair Servos (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Shredder Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+2 Will.&#039;&#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={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility.&#039;&#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 || 4 || 8 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Long-range ITZ cannon===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: Adds aim and crit chance to every action in the ITZ chain, if you fire without moving.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : ITZ needs raw damage, and Ranger provides it.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Squadsight&#039;&#039;&#039; : Core perk. Allows the Jaeger to fire from beyond visual range, enabling this extreme-damage but squishy build.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: More damage, but only on crits, which you can&#039;t rely on for ITZ. Either of the other perks works as well - Repair Servos to take a hit, Shredder Ammo for utility on turns you can&#039;t take advantage of ITZ.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ need damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is pure glass cannon, so it should engage from the rear of the battlefield.  Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles).  Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role, or Grenade Launcher to help with cover destruction (or just don&#039;t equip anything at all).&lt;br /&gt;
&lt;br /&gt;
===Short-range ITZ flanker===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Adds crit chance to every action in the ITZ which is important for reliable killing power.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; : ITZ needs high aim and crit chance to be effective, and this build will almost always be at least 7 tiles away from the team.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Aggression&#039;&#039;&#039; : This perk is crucial for enabling flanking shots to have 100% chance to crit even after multiple ITZ kills.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: This perk pulls the rest of the build together, with this you should, in most cases, have a 100% chance to instantly kill most organic targets if they are flanked.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ needs damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is an agile glass cannon, so it is best suited in a high mobility MEC platform. This unit operates on the principle that everything it shoots must die, it can move for multiple flanking shots, and then move back out of the enemies sight. The best gear is that of increasing crit chance and damage. A Scope, Targeting Module, and Battle Computer work nicely. It&#039;s even also a good idea to equip this unit with a Pulse Lance for increased crit chance.&lt;br /&gt;
&lt;br /&gt;
===Mid-range ITZ Tank===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: + aim / crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : + aim / crit %.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : + dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039; Damage Control&#039;&#039;&#039; : +1.5 DR.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039; Repair Servos&#039;&#039;&#039;: Auto-repair.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039; Absorption Fields&#039;&#039;&#039; : +DR&lt;br /&gt;
&lt;br /&gt;
This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks.  This unit operates within enemy sight range (no &#039;&#039;&#039;Squadsight&#039;&#039;&#039;), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into &#039;&#039;&#039;One for All&#039;&#039;&#039; position.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&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>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Archer_(Long_War)&amp;diff=90420</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=90420"/>
		<updated>2020-04-18T00:53:08Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: /* Mobile Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Archer (Long War).png|left|frame|64px|Archer]]&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;Rocketeer&#039;&#039;&#039; 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;
:&#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={{ Bombard (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Sapper (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Collateral Damage (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={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Damage Control (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;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgt1={{ Grenadier (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&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;-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!!{{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 || 2 || 2 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 4 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 6 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 8 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 2 || 10 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 12 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 2 || 14 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Long-range Offensive/Defensive Support&lt;br /&gt;
&lt;br /&gt;
The Archer is used to bombard enemies from afar with deadly and highly precise grenade throws. Its 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 maximum damage. Note some of these talents may affect proximity mines as well as grenades even though they are not listed in the description. This needs confirmation. &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 , or 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. Archers are ideal for supporting soldiers during EXALT-related operations, as they can even the odds (considering XCOM is usually outnumbered 3:1 or more) by denying cover to EXALT&#039;s forces, weakening them for followup shots and forcing them to reposition.&lt;br /&gt;
&lt;br /&gt;
With a rather low HP progression and a bit of a lack of defensive perks, an Archer MEC should generally be kept out of the line of fire. However, its starting perk &#039;&#039;&#039;Bombard&#039;&#039;&#039; makes up for its poor front-line potential.&lt;br /&gt;
&lt;br /&gt;
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. If you want a MEC specialized in grenade launchers and destroying cover but with a bit more flexibility outside that role, look to the [[Shogun (Long War)|Shogun]], which lacks the Archer&#039;s range but has a few other advantages to balance it out.&lt;br /&gt;
&lt;br /&gt;
Remember to get the &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; Foundry project ASAP when using Archers, as it also significantly improves the firepower of the MEC Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Mobile Artillery ===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039;: +50% explosive dmg against robots.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; : +2 explosive dmg.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Sapper&#039;&#039;&#039; : +1 explosive dmg / x3 environment dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Packmaster &#039;&#039;&#039; : +1 explosive per slot.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone &#039;&#039;&#039;: Larger AOE for explosives.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Tandem Warheads &#039;&#039;&#039; : Maximum dmg over AOE&lt;br /&gt;
&lt;br /&gt;
This glass cannon MEC unit should stay in the rear of the squad while lobbing explosives at the enemy from faraway.  The &#039;&#039;&#039;Bombard&#039;&#039;&#039; perk allows the Archer to launch explosives roughly 16 tiles away compared to the standard 12-tile range, while &#039;&#039;&#039;Danger Zone &#039;&#039;&#039; extends the explosive radius by 1 tile, resulting in a 3-tile radius for mines and 5-tile radius for grenades.  This enables the Archer, with proper positioning, to mine or grenade enemies outside of visual range (18 tiles).  Take a MEC-4 or a MEC-7 armor suit to maximize the number of secondary slots, and load up on explosives.  If you have a slot to spare, bring a Restorative Mist, which will also benefit from the &#039;&#039;&#039;Packmaster &#039;&#039;&#039; perk.  As far as equipment goes, bring Tactical Sensors and a Battle Computer for increased defense, and a Core Armoring to prevent incoming critical hits.&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>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=90419</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=90419"/>
		<updated>2020-04-18T00:51:42Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Valkyrie (Long War).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={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Rapid Reaction (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Shredder Ammo (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Damage Control (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={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Repair Servos (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={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&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;-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!!{{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 || 3 || 3 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&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, Rapid Reaction, and Opportunist&#039;&#039;&#039; the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this and importantly lacks &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;. 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. At Sergeant the Valkyrie can pick up &#039;&#039;&#039;HEAT Ammo, Shredder Ammo, or Lock &#039;n Load&#039;&#039;&#039;, adding to the squad versatility; if your squad already has Shredder Ammo, use a HEAT Valkyrie, and vice versa.  &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; allows the Overwatch build to fire up to four times per turn. &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;
== Sample Builds ==&lt;br /&gt;
===Overwatch Specialist===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Ranger&#039;&#039;&#039;: +1 damage.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; : Fire up to 3 times in OW.  Core perk. &lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; : Reload as 1st action does not end turn.  &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; : No Aim penalty on reaction shots. Core perk.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Aggression&#039;&#039;&#039;: Increases crit chance (+30% max) for all shots taken.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : +2 damage against autopsied enemies.&lt;br /&gt;
&lt;br /&gt;
This build maximizes damage dealing and number of shots per turn (up to 4). &#039;&#039;&#039;LnL&#039;&#039;&#039; allows the Valkyrie to enter OW on every turn, but can be replaced with &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; or &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; depending on your needs. This is a fragile build, so keep it some distance behind your main tank.  High aim and defense are key for this build, so equip a Battle Computer and Tactical Sensors.  If you have an available slot take a Core Armoring to avoid critical hits.  &lt;br /&gt;
&lt;br /&gt;
===Overwatch Tank===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; : +0.5 DR and +15 Defense until 1st OW shot is taken.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; : Fire up to 3 times in OW.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; or &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; : Take your pick.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; : No Aim penalty on reaction shots.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Repair Servos&#039;&#039;&#039;: Self-repair.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; : Core tanking perk reduces damage.&lt;br /&gt;
&lt;br /&gt;
With a good balance between offensive and tanking capability, the Valkyrie can serve as your main tank while dealing significant damage with up to 4 shots per turn. The good aim progression alone make the Valkyrie a more versatile tank than the Goliath. To maximize survivability , replace &#039;&#039;&#039;Opportunist&#039;&#039;&#039; with &#039;&#039;&#039;Damage Control&#039;&#039;&#039;.  Core Armoring is a must-have item for a tanky MEC that will draw enemy fire.  A Battle Computer and a scope will improve the unit&#039;s killing power.  As with most tank builds, try to keep its defense rating on the low side.&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>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=90418</id>
		<title>Pathfinder (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=90418"/>
		<updated>2020-04-18T00:42:44Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: /* SS Marksman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Pathfinder (Long War).png|left|frame|64px|Pathfinder]]&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;Scout&#039;&#039;&#039; class. Mirroring the Scouts they&#039;re recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.&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;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Hit And Run (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Lone Wolf (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Damn Good Ground (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Flush (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Repair Servos (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Vital Point Targeting (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={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Squadsight (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Lock N Load (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={{ Lightning Reflexes (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&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;-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!!{{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 || 3 || 3 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===SS Marksman ===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;: + aim/crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Flush&#039;&#039;&#039; : .&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; : Auto-repair. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : +2 dmg.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Squadsight &#039;&#039;&#039;: + range.  Core perk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039; Rapid Fire &#039;&#039;&#039; : x2 shots at -15 aim.&lt;br /&gt;
&lt;br /&gt;
This glass cannon build is most effective against stragglers, or attacking from just outside standard sight range.  Like the Squadsight (SS) Jaeger builds, the trick is to keep it within 18-23 tile range to take advantage of SS, while taking up to 3 shots against uncovered targets using HnR and Rapid Fire.  Alternately, you can get close for a HnR flank shot, and then retreat.  This unit works well on large open maps (e.g. forests) with line of sight.  High mobility is essential, so a MEC-7 suit should suffice in most situations, or a MEC-4 on smaller maps.  For a more durable build replace RF with AF.  &lt;br /&gt;
Equip a Battle Computer and/or a Scope to offset the -15 aim of RF.  Core Armoring or a Restorative Mist will increase survivability, but you may not want to equip any secondary weapons in order to preserve movement range.&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>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=90417</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=90417"/>
		<updated>2020-04-18T00:41:20Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: /* Anti-Melee Punisher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Goliath (Long War).png|left|frame|64px|Goliath]]&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;Gunner&#039;&#039;&#039; 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;
:&#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;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Advanced Fire Control (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;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Vital Point Targeting (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={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Collateral Damage (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={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#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 || 2 || 2 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 1 || 3 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 2 || 5 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 1 || 6 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 2 || 8 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 1 || 9 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 2 || 11 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bullet sponge 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;Automated Threat Assessment&#039;&#039;&#039;, &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Damage Control&#039;&#039;&#039; it becomes slightly more difficult 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;
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 the enemy isn&#039;t actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens &#039;&#039;don&#039;t&#039;&#039; decide to attack it. &#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; are prominent offensive and utility perks. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;, &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; can let the Goliath lock down aliens with the threat of overwatch.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even with their high health, damage reducing and self repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign.  The most serious threats come from Sectoid swarms, which will deal many small hits that bypass absorption fields, and HEAT loaded bosses, which will hit WAY too hard to tank. It is never a good idea to place the Goliath under a full pod&#039;s worth of fire without any assistance. &lt;br /&gt;
&lt;br /&gt;
MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. With some luck an upgraded Arc Thrower can be used to capture Drones, providing an unlimited source of +3 healing that is amazing for extended missions. The Repair utility of an arc thrower can also be used, but is generally not strong enough to use for primary healing. Another good idea is to equip it with HP-boosting items such as an Alloy Carbide Plating or Core Armoring, increasing the health it needs to tank. Skills that reduce enemy aim are never a bad idea, but be careful when boosting the Goliath&#039;s defense rating above that of the rest of your squad. Doing so will encourage the alien AI to change targets.&lt;br /&gt;
&lt;br /&gt;
Shock-Absorbent Armor takes the Goliath&#039;s tanking potential to a whole new level, but must be used very carefully. If the Goliath flanks a unit on the approach, it will frequently run away from the flank and attack outside of range for full damage. Heavier units like Mechtoids and Cyberdiscs are not pressed to flee, but they are not obligated to stay in range of the damage reduction. Do not place the Goliath in a situation where it NEEDS Shock-Absorbent Armor to survive.&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 going to use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Mobile Fortress===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This MEC&#039;s function is simple - draw enemy fire and absorb damage, while the rest of your squad deals with the enemy. Put it in a MEC-5 suit to maximize HP (+24) and DR (+2.5), while the &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; perk adds another +4 HP. Steadfast will keep your Goliath from panicking and inadvertently causing a panic chain. Equip an Alloy Carbide Plating and a Core Armoring for an additional +6 HP and immunity to critical hits. Don&#039;t equip Tactical Sensors or a Battle Computer, as these will raise the Goliath&#039;s evasion and may cause your enemies to target other members of your squad. Even though the Goliath&#039;s low aim make its primary weapon quite unreliable at mid to long ranges, you can give it a more supportive role by equipping a Holo-Targeter.  For secondary weapons consider bringing a grenade launcher or two to destroy enemy cover while in One For All position.  A Flamethrower or a Kinetic Strike Module can be useful on close-quarter maps. &lt;br /&gt;
For a tanky &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; MEC build check out the &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039;, which has a much better aim progression and some excellent Overwatch perks.&lt;br /&gt;
&lt;br /&gt;
===Anti-Melee Punisher===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This MEC is designed to fight Chryssalids and Berserkers who charge at it, or to get right next to enemies and then punish them if they take any actions. Unlike the &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039;, the Goliath has access to &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, allowing it to shoot an enemy that attempts to attack at melee range rather than only when the enemy moves within CCS range. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; is not needed since your Goliath will be firing at close range and AFC won&#039;t make a difference against melee enemies with &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, which you still need to be wary of. Equip this Goliath with Alloy Carbide Plating and a Core Armoring for survivability; you may also wish to equip an Alien Trophy on this MEC to ensure it doesn&#039;t panic against a Berserker&#039;s Intimidate. A Flamethrower and/or Kinetic Strike Module will be ideal for this build, depending on what you are facing.&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>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=90416</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=90416"/>
		<updated>2020-04-18T00:39:34Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: Adding a new build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Goliath (Long War).png|left|frame|64px|Goliath]]&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;Gunner&#039;&#039;&#039; 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;
:&#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;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Advanced Fire Control (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;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Vital Point Targeting (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={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Collateral Damage (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={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#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 || 2 || 2 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 1 || 3 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 2 || 5 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 1 || 6 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 2 || 8 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 1 || 9 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 2 || 11 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bullet sponge 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;Automated Threat Assessment&#039;&#039;&#039;, &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Damage Control&#039;&#039;&#039; it becomes slightly more difficult 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;
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 the enemy isn&#039;t actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens &#039;&#039;don&#039;t&#039;&#039; decide to attack it. &#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; are prominent offensive and utility perks. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;, &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; can let the Goliath lock down aliens with the threat of overwatch.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even with their high health, damage reducing and self repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign.  The most serious threats come from Sectoid swarms, which will deal many small hits that bypass absorption fields, and HEAT loaded bosses, which will hit WAY too hard to tank. It is never a good idea to place the Goliath under a full pod&#039;s worth of fire without any assistance. &lt;br /&gt;
&lt;br /&gt;
MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. With some luck an upgraded Arc Thrower can be used to capture Drones, providing an unlimited source of +3 healing that is amazing for extended missions. The Repair utility of an arc thrower can also be used, but is generally not strong enough to use for primary healing. Another good idea is to equip it with HP-boosting items such as an Alloy Carbide Plating or Core Armoring, increasing the health it needs to tank. Skills that reduce enemy aim are never a bad idea, but be careful when boosting the Goliath&#039;s defense rating above that of the rest of your squad. Doing so will encourage the alien AI to change targets.&lt;br /&gt;
&lt;br /&gt;
Shock-Absorbent Armor takes the Goliath&#039;s tanking potential to a whole new level, but must be used very carefully. If the Goliath flanks a unit on the approach, it will frequently run away from the flank and attack outside of range for full damage. Heavier units like Mechtoids and Cyberdiscs are not pressed to flee, but they are not obligated to stay in range of the damage reduction. Do not place the Goliath in a situation where it NEEDS Shock-Absorbent Armor to survive.&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 going to use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Mobile Fortress===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This MEC&#039;s function is simple - draw enemy fire and absorb damage, while the rest of your squad deals with the enemy. Put it in a MEC-5 suit to maximize HP (+24) and DR (+2.5), while the &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; perk adds another +4 HP. Steadfast will keep your Goliath from panicking and inadvertently causing a panic chain. Equip an Alloy Carbide Plating and a Core Armoring for an additional +6 HP and immunity to critical hits. Don&#039;t equip Tactical Sensors or a Battle Computer, as these will raise the Goliath&#039;s evasion and may cause your enemies to target other members of your squad. Even though the Goliath&#039;s low aim make its primary weapon quite unreliable at mid to long ranges, you can give it a more supportive role by equipping a Holo-Targeter.  For secondary weapons consider bringing a grenade launcher or two to destroy enemy cover while in One For All position.  A Flamethrower or a Kinetic Strike Module can be useful on close-quarter maps. &lt;br /&gt;
For a tanky &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; MEC build check out the &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039;, which has a much better aim progression and some excellent Overwatch perks.&lt;br /&gt;
&lt;br /&gt;
===Anti-Melee Punisher===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This MEC is designed to fight Chryssalids and Berserkers who charge at it, or to get right next to enemies and then punish them if they take any actions. Unlike the &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039;, the Goliath has access to &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, allowing it to shoot an enemy that attempts to attack at melee range rather than only when the enemy moves within CCS range. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; is not needed since your Goliath will be firing at close range and AFC won&#039;t make a difference against melee enemies with &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, which you still need to be wary of. Equip this Goliath with Alloy Carbide Plating and a Core Armoring for survivability. A Flamethrower and/or Kinetic Strike Module will be ideal for this build, depending on what you are facing.&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>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=90330</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=90330"/>
		<updated>2020-02-25T18:21:32Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: /* R&amp;amp;G Operative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&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;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Run and Gun (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#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={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Close Encounters (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Hit And Run (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Killer Instinct (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Executioner (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;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Sprinter (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={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Lightning Reflexes (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#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;
*If Training Roulette is on, and Lock n&#039; Load is acquired: reloading as the first action also stops Hit and Run from activating.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&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 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6) || 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 ||3(4) || 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 ||3(4) || 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Tank Psi Assault===&lt;br /&gt;
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning &#039;&#039;&#039;Medic&#039;&#039;&#039; (40-47 will growth vs 39-46 will on Psi Medic).&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, &#039;&#039;&#039;Steadfast&#039;&#039;&#039; can be chosen for the +5 bonus will for soldiers you&#039;re grooming for psi. &lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits. &lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won&#039;t be using as much &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; and flanking, so &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;, allowing up to 3 shots a turn on a target. &lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Resilience&#039;&#039;&#039; is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability. &lt;br /&gt;
&lt;br /&gt;
At Gunnery Sergeant: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to allow the use of Titan Armor without using an item slot for Walker Servos, as well as getting into position generally. &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; is a trap - you want the aliens to fire at your Assault Tank. Raising defense will make it more likely that they ignore your assault and shoot your squishy troops.&lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; to provide extra HP, aim, will, and mobility, increasing tanking and versatility.  &lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Reinforced armor, Psi Screen, Alloy Plating, Chitin Plating and Impact Vest are all good tank items.  Breaching rounds to improve damage against armored targets. Mind Shield for late game psi.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Iron Skin is crucial. Secondary Heart is a good as well.&lt;br /&gt;
&lt;br /&gt;
===R&amp;amp;G Operative=== &lt;br /&gt;
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire. Chop into a Marauder once EXALT is out of the game.&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Steadfast&#039;&#039;&#039; In your campaign, the operative will be hit by EXALT grenades at least once. On an extraction mission, a panic will result in a guaranteed dead operative and failed mission.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Ranger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; works with &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which is key to chaining transmitters on covert ops. With &#039;&#039;&#039;Ranger&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows good pistol damage even on a Covert Extraction. Be careful that you don&#039;t empty your magazine, or else you can&#039;t use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; the next turn to hit a transmitter! Alternatively, &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; synergizes well with &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; to allow your covert op to deal decent amounts of damage or shoot and then reload to allow &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; the next turn. &lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to increase the durability of the covert operative and prevent them from being one-shot by grenades, since they are limited in health.&lt;br /&gt;
&lt;br /&gt;
At Gunnery Sergeant: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun, and get out of a Covert Extraction before EXALT swarms your small squad.&lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the extra mobility and durability. Covert Extractions are about covering distance and having your operative survive grenades. The extra Aim benefits &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; outside of Covert Operation missions. Alternatively, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; can protect your operative from Overwatch fire if you&#039;re more worried about that.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative Missions: Respirator Implant for +1hp without movement penalty, and Motion Tracker to plan Transmitter runs. As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
===Anti-EXALT=== &lt;br /&gt;
Specialises in slaughtering helpless EXALT as fast as possible, but also useful in some other missions, especially Terror missions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Mobility is important, as the soldier will usually be burdened with a shotgun and heavy pistol, and EXALT missions often require covering a lot of ground.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;. Essential perk that will provide the large number of extra shots needed to whittle down EXALT numbers, and the high Health of some higher level EXALT.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Ranger&#039;&#039;&#039;. Essential perk as it will slightly boost the damage of every shot, and this build will take an awful lot of shots. The bonus to pistol accuracy is also useful, so that the soldier has an effective long-range alternative to its shotgun. At the same rank, Aggression is not useful to this build, as its CCS reaction shots cannot crit.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039; or &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;. Either option can work for this build. H&amp;amp;R has the advantage that it can be used with longer-range pistol shots. CE that it can be used despite cover (and against flyers, though this is not relevant to EXALT missions).&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. EXALT missions often involve abandoning cover to advance as fast as possible, and getting in among the enemy. Usually, this is made safe by keeping EXALT&#039;s main guns deactivated, but Resilience helps to keep a soldier safe if there is a slip-up. If you are confident in your ability to keep the soldier safe, &#039;&#039;Executioner&#039;&#039; makes for a good alternative. (Killer Instinct is not effective as it does not combine well with Hit &amp;amp; Run or CE from SGT rank, above.)&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Sprinter&#039;&#039;&#039;. Helps to cover ground, without needing to use Run &amp;amp; Gun, on EXALT missions.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;. Like Ranger, affects all shots taken. And no Autopsies are needed for it to affect EXALT!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions, two or three Assaults with this build, supported by a few other soldiers, including some with Overwatch builds, should make short work of the enemy, often not even giving them a single turn of effective fire.&lt;br /&gt;
&lt;br /&gt;
The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: These Assaults should be armed with shotgun-type weapons and heavy pistols (Machine Pistol-type). On EXALT missions, use light armour to maximise Mobility (as long as the Assault&#039;s Health is not so low that you are worried about being taken out by a single grenade). Also on EXALT missions, take Hi-Cap Mags, and Alien Trophies to ensure that a turn of fire isn&#039;t missed to panic if the Assault gets grenaded. On Terror missions, take heavier armour and Chitin Plating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: On regular missions, where it is not practical to get in among the enemy for fear of activating more pods, this build is less effective. Although it can still contribute a bit at longer ranges with its pistol thanks to Ranger, many other types of soldier (including other Assault builds) would offer more. Therefore, you may not want to develop more than two or three of these Assaults, and may want to chop one or more of them into MECs once EXALT is no longer a going concern.&lt;br /&gt;
&lt;br /&gt;
===Stormtrooper===&lt;br /&gt;
This is a mid-game build that comes into its own when Gauss Stutterguns, plus the Ammo Conservation Foundry project, have been obtained. Its role is as an Assault that can provide effective firepower in all firefights, not just close-range shotgun work, can break enemy lines and cause massive damage on flanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Above average Mobility and decent Aim.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. The kind of mid-game squads a Stormtrooper should be accompanying should include one or more excellent Overwatchers (appropriate Infantry, Medic, Rocketeer or Gunner builds) who can take advantage of an enemy flushed into their fire. Also has general utility for finishing off weakened enemies.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Aggression&#039;&#039;&#039;. Essential perk for boosting this build&#039;s crit rate.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;. This build prefers to operate with an SMG, whose much longer effective range than a shotgun&#039;s means that H&amp;amp;R is preferred over Close Encounters.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Executioner&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;. Essential perk that gives this build much-increased damage potential.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; or &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;. This build takes no other defensive perk choices, so Extra Conditioning can be a good cautious choice for keeping the investment alive. On the other hand, VPT will further boost damage capacity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. However, at the start of the game they are severely limited by their low ammunition (2), poor base damage (25% worse than Assault Rifles, 50% worse than Shotguns) and poor crit rate (no crit bonus at all). (Another advantage is that Gauss Stutterguns are very cheap, while more advanced shotguns increasingly become very expensive specialist weapons.) Early on, SMGs should only see use on soldiers not expected to contribute much from their shooting at all.&lt;br /&gt;
&lt;br /&gt;
However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Its lack of crit bonus can now be compensated for through perks like Aggression and Executioner. The result is a highly mobile Assault who can contribute in all types of engagement: Flushing enemies into Overwatch fire when bogged down into cover-to-cover firefights; and taking high-damage flanks (or shots against targets with destroyed cover) when feasible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Gauss Stuttergun. When Pulse Lasers are researched, higher-ranking Stormtroopers can take Pulse Stenguns for the boosted crit chance. Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit. Either heavy or light armour can be used depending on mission and expected level of resistance. Shredder Ammo is recommended: it combines well with Flush, and also allows the build to contribute more against very high Health enemies. The other slot is relatively free, and may be used for armour plating, a crit bonus item, or an Alien grenade or support grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Before the Gauss Stuttergun (with Ammo Conservation) becomes available, this build will likely be outperformed by Assault builds that use Close Combat Specialist and shotguns. Equally, when most squads do not have one or more reliable Overwatchers (and when you don&#039;t yet have Shredder Ammo), their Flush will not be especially useful. It is suggested that later recruits (reward soldiers who start at CPL or SGT) be used to make most Stormtroopers.&lt;br /&gt;
&lt;br /&gt;
A major use of this build is to break cover-to-cover stalemates by flanking the enemy position. As always, be aware that such moves may activate more enemy pods: it is wise to check the situation with a Battlescanner before making an aggressive flanking move.&lt;br /&gt;
&lt;br /&gt;
Also note that, even with flanks and Aggression, and relying on crits for its high damage rate, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can&#039;t be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.&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:Long War]]&lt;/div&gt;</summary>
		<author><name>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=90329</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=90329"/>
		<updated>2020-02-24T15:00:12Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: /* Covert Operator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Scout (Long War).png|left|frame|64px|Scout]]&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;
The &#039;&#039;&#039;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 &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Lightning Reflexes (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}}&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={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Flush (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Aggression (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Battle Scanner (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Concealment (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Hit And Run (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={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (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={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#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;
{| 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;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6) || 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 7|| 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 11||3(4) || 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14||3(4) || 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 18||3(4) || 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 21||3(4) || 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 25|| 2(3)|| 24(-31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility.  Singularly, the Scout is a master of reconnaissance, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it&#039;s only use; potent damage dealing perks like &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; (gained relatively early at Tech Sergeant) make the Scout mobile &amp;amp; lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, able to be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping relatively safely using the core class perk &#039;&#039;Lightning Reflexes&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Aggression&#039;&#039;, &#039;&#039;Bring Em On&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Lone Wolf&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit.  While other DPS classes gain an edge late game (most notably, Infantry and Snipers at Master Sergeant, and Gunners against mechanical units), the Scout readily transitions into one of the best DPS MECs in the game, the Pathfinder.  Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters &#039;&#039;In The Zone&#039;&#039; build.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad.  &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Flashbang or Chem enemies from close range without breaking concealment; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;.  &#039;&#039;Holo-targeting&#039;&#039;, &#039;&#039;Battle Scanners&#039;&#039;, and &#039;&#039;Flush&#039;&#039; offer utility value in various circumstances as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for mid-to-late game Covert Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Concealment Recon===&lt;br /&gt;
Role: Recon &lt;br /&gt;
&lt;br /&gt;
Pure information and utility build. Get your Scout hidden near the front line to plan engagements and let your snipers and LMG gunners get into position for a devastating first strike. Battle Scanner as a perk and Motion Sensors as an item give ideal information to prevent your squad from walking into a multiple-pod trap. Pick extreme mobility troops and give them a Strike Rifle and heavy Pistol. Caution: Concealment can get your Scout pinned, as you cannot move without activating in sight of an alien.&lt;br /&gt;
&lt;br /&gt;
Sample Scout:&lt;br /&gt;
&#039;&#039;Holo-Targeting -&amp;gt; Ranger -&amp;gt;  Battle Scanner -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Low Profile does not work with Concealment. Ranger in its place allows some offensive utility, and allows a Strike Rifle to be used with a heavy pistol for reliable short range work. Extra Conditioning gives the Aim and HP to allow the Scout to slug it out when the firefight starts.&lt;br /&gt;
&lt;br /&gt;
Equipment: Motion Scanner, Armor plating, or Chameleon Suit.&lt;br /&gt;
&lt;br /&gt;
===Flanking Marksman===&lt;br /&gt;
Role: Extreme-mobility sniper&amp;lt;br /&amp;gt;&lt;br /&gt;
Preferred Rookie stats: 15 mobility (16 if playing Nigeria start) and 70+ aim.&lt;br /&gt;
&lt;br /&gt;
This build is a compromise between the damage output of a Sniper, and the utility of a highly mobile Scout. It features some of the best of both worlds, and combines them to fill an interesting niche which neither no other class or build can truly claim. It does, however, sacrifice some of the utility of other Scout builds, and still lacks the incredible range (and therefore safety) of a traditional Sniper build.&lt;br /&gt;
&lt;br /&gt;
This build relies on extreme mobility and long-range flanking. This is good for some maps, namely wide open maps with good line-of-sight in all directions, and is poor on maps without these traits (such as most urban maps). Additionally, this encourages a play style which is risky due to the potential activation of pods during flanking maneuvers. As such, it should only be used with extreme caution, or not at all, particularly if playing ironman.&lt;br /&gt;
&lt;br /&gt;
Sample Scout:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Ranger -&amp;gt;  Aggression -&amp;gt; Hit and Run -&amp;gt; Sprinter -&amp;gt; Vital Point Targeting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: This build can be varied in several ways.&lt;br /&gt;
* ITZ can be taken instead of HaR if you can consistently get 2 or more shots with it. Otherwise HaR is the more reliable and higher damage choice here.&lt;br /&gt;
* If ITZ is taken, Deadeye can be taken as well to thin out flyer pods. However, a traditional ITZ sniper build is superior in this role.&lt;br /&gt;
* Bring &#039;Em On can be taken if you don&#039;t feel you need the extra mobility from Sprinter. Remember though, that squadsight ruins crit chance.&lt;br /&gt;
* Extra Conditioning can be taken instead of VPT, particularly if you are behind on autopsies and/or Bring &#039;Em On was taken.&lt;br /&gt;
&lt;br /&gt;
Equipment: Strike Rifle. Marksman&#039;s Scope (unless Bring &#039;Em On was taken), Chameleon suit, and/or SCOPE. A solid pistol for short range engagements.&lt;br /&gt;
&lt;br /&gt;
===Covert Operator===&lt;br /&gt;
Role: Covert Ops against EXALT&lt;br /&gt;
&lt;br /&gt;
To serve as your covert operator, this soldier must work with a smaller weapon and item pool and therefore is geared around the idea.&lt;br /&gt;
&lt;br /&gt;
Tree: Lone Wolf -&amp;gt; Ranger -&amp;gt; Battle Scanner -&amp;gt; In the Zone -&amp;gt; Sprinter -&amp;gt; Vital Point Targeting&lt;br /&gt;
&lt;br /&gt;
Use: Your operative is likely to start away from your squad with lower health than all of them. Lone Wolf, Ranger and Vital Point Targeting will help when the operative needs to fight it out (or stall), while In The Zone will allow him or her to clean up after your main operatives. Additionally, the Battle Scanner will help keep eyes on and Sprinter will allow even easier mobility aiding with In the Zone. Alternatively, HnR can be taken instead of ITZ if you have trouble setting up enemies for your operative or want more consistency.&lt;br /&gt;
&lt;br /&gt;
Equipment: The best handgun you have, otherwise have the waist empty or filled with zero weight items, or bring a Combat Stim for bursts of mobility. When brought to level up in a non-covert mission, bring a light weapon/armor.&lt;br /&gt;
&lt;br /&gt;
===Runner===&lt;br /&gt;
This is a default Scout build for use in squads that want a Scout for the utility it provides with Lightning Reflexes, but don&#039;t expect to need Scout features such as Concealment/Battlescanners or an In The Zone build, that instead provides broader utility in general firefights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Mobility, Health, Defence, as far as possible. Lower Aim is acceptable as Scouts have good Aim growth.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Works well with Flush, below, and generally helps the Scout contribute more towards squad firepower.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Low Profile&#039;&#039;&#039;. Lets the Scout use a wider range of cover, leaving the choice full-cover spots to team-mates.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Holo+Flush will set up easy shots for squad-mates who are good Overwatchers.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;. Now the Scout can provide considerably more with his own firepower, with the option to slip back to a position fully out of sight after the first shot.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;. Helps the Scout dodge Overwatch fire and reduces the chance of them being targeted in other situations. (Sprinter is an alternative if you just want to race these soldiers after Meld as fast as possible!)&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the soldier across the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: This build has no one outstanding feature and is intended to contribute as much as possible to the squad throughout the game and across the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Early on, an Assault or Laser Rifle. When they become available, a Gauss Stuttergun. Light or heavy armour depending on level of resistance expected. Armour plating item and utility grenade (flashbang) are typical choices. Chameleon Suit later in game improves the safety of drawing Overwatch fire considerably.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Compared with other Scouts, this build does not offer the battlefield information of a Concealment/Battlescanner build (very important on missions such as Large UFOs), or the clean-up capability of an In The Zone build (handy on Terror missions). You may also find that they don&#039;t offer that much compared to other types of soldier if you are unwilling, for whatever reason, to make heavy use of Lightning Reflexes to clear Overwatch fire. Their main unique (or rare, as SHIVs and some MECs can also do it) feature is Holo+Flush.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=90291</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=90291"/>
		<updated>2020-02-12T22:45:23Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: Combat Stims might not have a lot of uses, but they can be extremely helpful to Covert Operatives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Scout (Long War).png|left|frame|64px|Scout]]&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;
The &#039;&#039;&#039;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 &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Lightning Reflexes (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}}&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={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Flush (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Aggression (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Battle Scanner (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Concealment (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Hit And Run (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={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (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={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#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;
{| 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;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6) || 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 7|| 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 11||3(4) || 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14||3(4) || 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 18||3(4) || 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 21||3(4) || 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 25|| 2(3)|| 24(-31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility.  Singularly, the Scout is a master of reconnaissance, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it&#039;s only use; potent damage dealing perks like &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; (gained relatively early at Tech Sergeant) make the Scout mobile &amp;amp; lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, able to be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping relatively safely using the core class perk &#039;&#039;Lightning Reflexes&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Aggression&#039;&#039;, &#039;&#039;Bring Em On&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Lone Wolf&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit.  While other DPS classes gain an edge late game (most notably, Infantry and Snipers at Master Sergeant, and Gunners against mechanical units), the Scout readily transitions into one of the best DPS MECs in the game, the Pathfinder.  Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters &#039;&#039;In The Zone&#039;&#039; build.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad.  &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Flashbang or Chem enemies from close range without breaking concealment; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;.  &#039;&#039;Holo-targeting&#039;&#039;, &#039;&#039;Battle Scanners&#039;&#039;, and &#039;&#039;Flush&#039;&#039; offer utility value in various circumstances as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for mid-to-late game Covert Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Concealment Recon===&lt;br /&gt;
Role: Recon &lt;br /&gt;
&lt;br /&gt;
Pure information and utility build. Get your Scout hidden near the front line to plan engagements and let your snipers and LMG gunners get into position for a devastating first strike. Battle Scanner as a perk and Motion Sensors as an item give ideal information to prevent your squad from walking into a multiple-pod trap. Pick extreme mobility troops and give them a Strike Rifle and heavy Pistol. Caution: Concealment can get your Scout pinned, as you cannot move without activating in sight of an alien.&lt;br /&gt;
&lt;br /&gt;
Sample Scout:&lt;br /&gt;
&#039;&#039;Holo-Targeting -&amp;gt; Ranger -&amp;gt;  Battle Scanner -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Low Profile does not work with Concealment. Ranger in its place allows some offensive utility, and allows a Strike Rifle to be used with a heavy pistol for reliable short range work. Extra Conditioning gives the Aim and HP to allow the Scout to slug it out when the firefight starts.&lt;br /&gt;
&lt;br /&gt;
Equipment: Motion Scanner, Armor plating, or Chameleon Suit.&lt;br /&gt;
&lt;br /&gt;
===Flanking Marksman===&lt;br /&gt;
Role: Extreme-mobility sniper&amp;lt;br /&amp;gt;&lt;br /&gt;
Preferred Rookie stats: 15 mobility (16 if playing Nigeria start) and 70+ aim.&lt;br /&gt;
&lt;br /&gt;
This build is a compromise between the damage output of a Sniper, and the utility of a highly mobile Scout. It features some of the best of both worlds, and combines them to fill an interesting niche which neither no other class or build can truly claim. It does, however, sacrifice some of the utility of other Scout builds, and still lacks the incredible range (and therefore safety) of a traditional Sniper build.&lt;br /&gt;
&lt;br /&gt;
This build relies on extreme mobility and long-range flanking. This is good for some maps, namely wide open maps with good line-of-sight in all directions, and is poor on maps without these traits (such as most urban maps). Additionally, this encourages a play style which is risky due to the potential activation of pods during flanking maneuvers. As such, it should only be used with extreme caution, or not at all, particularly if playing ironman.&lt;br /&gt;
&lt;br /&gt;
Sample Scout:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Ranger -&amp;gt;  Aggression -&amp;gt; Hit and Run -&amp;gt; Sprinter -&amp;gt; Vital Point Targeting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: This build can be varied in several ways.&lt;br /&gt;
* ITZ can be taken instead of HaR if you can consistently get 2 or more shots with it. Otherwise HaR is the more reliable and higher damage choice here.&lt;br /&gt;
* If ITZ is taken, Deadeye can be taken as well to thin out flyer pods. However, a traditional ITZ sniper build is superior in this role.&lt;br /&gt;
* Bring &#039;Em On can be taken if you don&#039;t feel you need the extra mobility from Sprinter. Remember though, that squadsight ruins crit chance.&lt;br /&gt;
* Extra Conditioning can be taken instead of VPT, particularly if you are behind on autopsies and/or Bring &#039;Em On was taken.&lt;br /&gt;
&lt;br /&gt;
Equipment: Strike Rifle. Marksman&#039;s Scope (unless Bring &#039;Em On was taken), Chameleon suit, and/or SCOPE. A solid pistol for short range engagements.&lt;br /&gt;
&lt;br /&gt;
===Covert Operator===&lt;br /&gt;
Role: Covert Ops against EXALT&lt;br /&gt;
&lt;br /&gt;
To serve as your covert operator, this soldier must work with a smaller weapon and item pool and therefore is geared around the idea.&lt;br /&gt;
&lt;br /&gt;
Tree: Lone Wolf -&amp;gt; Ranger -&amp;gt; Battle Scanner -&amp;gt; In the Zone -&amp;gt; Sprinter -&amp;gt; Vital Point Targeting&lt;br /&gt;
&lt;br /&gt;
Use: Your operative is likely to start away from your squad with lower health than all of them. Lone Wolf, Ranger and Vital Point Targeting will help when the operative needs to fight it out (or stall), while In The Zone will allow him or her to clean up after your main operatives. Additionally, the Battle Scanner will help keep eyes on and Sprinter will allow even easier mobility aiding with In the Zone.&lt;br /&gt;
&lt;br /&gt;
Equipment: The best handgun you have, otherwise have the waist empty or filled with zero weight items, or bring a Combat Stim for bursts of mobility. When brought to level up in a non-covert mission, bring a light weapon/armor.&lt;br /&gt;
&lt;br /&gt;
===Runner===&lt;br /&gt;
This is a default Scout build for use in squads that want a Scout for the utility it provides with Lightning Reflexes, but don&#039;t expect to need Scout features such as Concealment/Battlescanners or an In The Zone build, that instead provides broader utility in general firefights.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Mobility, Health, Defence, as far as possible. Lower Aim is acceptable as Scouts have good Aim growth.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Works well with Flush, below, and generally helps the Scout contribute more towards squad firepower.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Low Profile&#039;&#039;&#039;. Lets the Scout use a wider range of cover, leaving the choice full-cover spots to team-mates.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Holo+Flush will set up easy shots for squad-mates who are good Overwatchers.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;. Now the Scout can provide considerably more with his own firepower, with the option to slip back to a position fully out of sight after the first shot.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;. Helps the Scout dodge Overwatch fire and reduces the chance of them being targeted in other situations. (Sprinter is an alternative if you just want to race these soldiers after Meld as fast as possible!)&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the soldier across the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: This build has no one outstanding feature and is intended to contribute as much as possible to the squad throughout the game and across the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Early on, an Assault or Laser Rifle. When they become available, a Gauss Stuttergun. Light or heavy armour depending on level of resistance expected. Armour plating item and utility grenade (flashbang) are typical choices. Chameleon Suit later in game improves the safety of drawing Overwatch fire considerably.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Compared with other Scouts, this build does not offer the battlefield information of a Concealment/Battlescanner build (very important on missions such as Large UFOs), or the clean-up capability of an In The Zone build (handy on Terror missions). You may also find that they don&#039;t offer that much compared to other types of soldier if you are unwilling, for whatever reason, to make heavy use of Lightning Reflexes to clear Overwatch fire. Their main unique (or rare, as SHIVs and some MECs can also do it) feature is Holo+Flush.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=89088</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=89088"/>
		<updated>2019-04-01T00:16:16Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: Just a small update to recommend bringing single-target specialists rather than ITZ teams.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
For standard &#039;&#039;&#039;missions&#039;&#039;&#039; with a landing zone, many additional landing zones have been added. &lt;br /&gt;
&lt;br /&gt;
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
==Alien Missions==&lt;br /&gt;
===Alien Abductions===&lt;br /&gt;
: &#039;&#039;See also: [[Alien Abductions (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Expiration timer: 8 hours.&#039;&#039;&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 (+25) and continent (+20 in all difficulties but normal). Thwarting an abduction will decrease panic by 2 in the country saved. &lt;br /&gt;
&lt;br /&gt;
Alien Abductions are categorized by the number of alien pods present on the map: Light, Moderate, Heavy and Swarming, with the credit reward of §80, §90, §100, and §110 respectively.&lt;br /&gt;
&lt;br /&gt;
===UFO Crash Site===&lt;br /&gt;
: &#039;&#039;See also: [[Crashed UFO (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Expiration timer: 36 hours.&#039;&#039;&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 Power Sources exploding. Be forewarned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them. UFO crash sites are determined by a few factors, if a UFO is shot down at a high altitude, the chance for a UFO being destroyed outright is higher. The lower the altitude, the higher the chance of a crash site. In the off chance that a UFO is shot down from high orbit, there is a higher chance for valuable equipment to be destroyed when your troops arrive.&lt;br /&gt;
&lt;br /&gt;
===UFO Landing Site===&lt;br /&gt;
: &#039;&#039;See also: [[Landed UFO (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Expiration timer: 15 hours.&#039;&#039;&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 (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; NOE-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, or it may be on a bombing mission. 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;
Note that in either Crashes or Landings, the Command pod of aliens will now rarely, if ever, be on the bridge (and for the Scout, it might be &#039;slightly outside&#039;). This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkrieg to take it out.&lt;br /&gt;
&lt;br /&gt;
===Terror Site===&lt;br /&gt;
: &#039;&#039;See also: [[Alien Terror (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Expiration timer: 24 hours.&#039;&#039;&lt;br /&gt;
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Unlike vanilla, every civilian lost will increase panic in the country (+3) and continent (+1). 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. Failing or ignoring a terror mission will cause the targeted country to leave the project immediately, and will increase panic in the surrounding continent by 20. Be wary of things like Kaiju-sized Chryssalid &amp;quot;queens&amp;quot; - don&#039;t panic, it&#039;s just very big, and a lot of HP (and damage reduction up the wazoo). If you end up facing one of these types of super-sized aliens, just focus fire on it. If you have Psionics, &#039;&#039;Mind Fray&#039;&#039; and &#039;&#039;Psi Panic&#039;&#039; can slow it down, and Mind Controlling an alien near it may at least distract it for a turn, then lay into it with all the firepower you can bring to bear.&lt;br /&gt;
&lt;br /&gt;
==Base Defense Missions==&lt;br /&gt;
===XCOM Base Defense===&lt;br /&gt;
:&#039;&#039;See also: [[XCOM Base Defense (EU2012)]]&#039;&#039;&lt;br /&gt;
This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude [[UFOs (Long War)#Assault Carrier|Assault Carrier]], but it may have &#039;&#039;backup&#039;&#039; from other craft - which you can see coming and can shoot down, but it&#039;s extremely difficult: when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 12 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You&#039;ll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, flashbangs, medikits, etc. Unlike vanilla, the reinforcements you get do not vary with Blueshirt casualties, only XCOM soldiers. Of the Blueshirts, there are [[Foundry_(Long_War)#Base Security Upgrades|Foundry]] projects that make them slightly better: one that allows them to equip spare Laser Rifles (so, regular EXALT Elite stuns to fill your armory will help) and spare Phalanx Armors. The Lasers and their +6 aim and slightly better damage, and the small health boost from the armors will make them a little more useful in these fights.&lt;br /&gt;
&lt;br /&gt;
The format of the mission is similar to the vanilla version: the aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. Don&#039;t forget to count the enemies and your kills, so you don&#039;t move ahead to defend the access tunnels, just to get hit from behind by something.&lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is extremely damaging. The aliens will ransack your base, killing engineers and scientists and destroying cash, meld and other currency before regular military arrive and bail you out. This mission can happen multiple times in a game. &lt;br /&gt;
&lt;br /&gt;
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense. If you succeed base defense on your first try, another Base Defense mission is highly unlikely to occur.&lt;br /&gt;
&lt;br /&gt;
===XCOM Air Base Defense===&lt;br /&gt;
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the [[Hyperwave Relay (Long War)|Hyperwave Relay]] is built, the mission notice on the approaching UFO will say &amp;quot;Retaliation&amp;quot;. Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH less difficult than the standard Base Defense. On normal difficulty, often only 17 aliens spawn, and of those about half are Chryssalids. The other half is most commonly formed of Outsiders, Mechtoids and their complements of Sectoids and one or two Sectoid Commanders. Thin Men also spawn often in the earlier Air Defense missions. &lt;br /&gt;
&lt;br /&gt;
A good strategy is to bring a Sniper, Jaeger or Scout equipped with &#039;&#039;In The Zone&#039;&#039;, a Rocketeer doubled up on &#039;&#039;Shredder Rockets&#039;&#039;, and a MEC with a Flamethrower. You should expect contact on your first turn of movement; sometimes an enemy will be in vision at spawn. Moving left is likely to trigger a pod of Chryssalids, which is actually what you want in this situation. As Chryssalids are fast-moving, group-oriented and dumb, they are likely to bunch up, forming an excellent target for your shredder Rocketeer. Your MEC can then use his Flamethrower on the group, killing most of the Chryssalids and panicking those who aren&#039;t killed. Your &#039;&#039;In The Zone&#039;&#039; Sniper can then dispatch the cowering, wounded scraps.&lt;br /&gt;
&lt;br /&gt;
==Council Missions==&lt;br /&gt;
: &#039;&#039;Expiration timer: 8 hours.&#039;&#039;&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Mission objectives have not been changed from vanilla XCOM Enemy Within.&lt;br /&gt;
&lt;br /&gt;
===Site Recon===&lt;br /&gt;
: &#039;&#039;See also: [[Site Recon (EU2012)]]&#039;&#039;&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence. &lt;br /&gt;
&lt;br /&gt;
===Target Extraction===&lt;br /&gt;
: &#039;&#039;See also: [[Extraction (EU2012)]]&#039;&#039;&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
&lt;br /&gt;
===Target Escort===&lt;br /&gt;
: &#039;&#039;See also: [[Escort (EU2012)]]&#039;&#039;&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
&lt;br /&gt;
===Asset Recovery===&lt;br /&gt;
: &#039;&#039;See also: [[Asset Recovery (EU2012)]]&#039;&#039;&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
&lt;br /&gt;
===Bomb Disposal===&lt;br /&gt;
: &#039;&#039;See also: [[Bomb Disposal (EU2012)]]&#039;&#039;&lt;br /&gt;
With the help of power nodes to gain time, find the Bomb and deactivate it.&lt;br /&gt;
&lt;br /&gt;
===Slingshot &amp;amp; Progeny===&lt;br /&gt;
: &#039;&#039;See also: [[Slingshot DLC (EU2012)]] and [[Progeny (EU2012)]]&#039;&#039;&lt;br /&gt;
All missions have additional free-roaming aliens and random airdrop spawns.&lt;br /&gt;
&lt;br /&gt;
==EXALT Missions==&lt;br /&gt;
===Covert Data Recovery===&lt;br /&gt;
: &#039;&#039;See also: [[Covert Data Recovery (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Expiration timer: 48 hours.&#039;&#039;&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. This mission will give a cash reward, and a bonus if the encoder is protected as well.&lt;br /&gt;
&lt;br /&gt;
===Covert Extraction===&lt;br /&gt;
: &#039;&#039;See also: [[Covert Extraction (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Expiration timer: 48 hours.&#039;&#039;&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, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast. Cash reward on completion. Keep in mind that as of Beta 15, invisibility is only available via the Shadow Suit armor and Shadow Device grenade: it is no longer a Psionic ability. There is however a Scout ability that lets you move to high cover undetected as long as that soldier&#039;s starting point is not in enemy LoS, much like vanilla&#039;s Mimetic Skin.&lt;br /&gt;
&lt;br /&gt;
===EXALT Base Assault===&lt;br /&gt;
: &#039;&#039;See also: [[EXALT Base Assault (EU2012)]]&#039;&#039;&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 behavior triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
Raiding the EXALT base will grant substantial credit and meld rewards and several unique items. It will also decrease panic worldwide by 5.&lt;br /&gt;
&lt;br /&gt;
==Storyline Missions==&lt;br /&gt;
: &#039;&#039;See also: [[Storyline Missions (EU2012)]]&lt;br /&gt;
===Alien Base Assault===&lt;br /&gt;
Like in vanilla, story progression is nearly the same. But in the Long War, you will immediately lose 1 country on the first month, as the base is auto-generated at this time. Progress as normal to be able to develop the Skeleton Key, and then place a satellite over that country (or any others you lose along the way: they will also spawn bases) to locate it. Expect 4-5 large-numbered pods to appear in the first room alone. With that in mind, you may want to either take your first Assault as soon as possible, as to face weaker aliens, and/or after buying both Squad upgrades and the &#039;&#039;Super Skyranger&#039;&#039; Foundry project for the added soldiers and firepower. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. &lt;br /&gt;
&lt;br /&gt;
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn&#039;t necessarily the best place to capture one like it is in vanilla.&lt;br /&gt;
&lt;br /&gt;
Be careful: In this mission, alien will behave as if the [[Second Wave (Long War)|Itchy Trigger Tentacle Second Wave]] option is enabled.&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 delay putting a satellite over an alien country until you&#039;re ready to assault it to avoid this behavior triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
Raiding the alien base reduce panic in the country by 20, revert it to the Council, and drop panic around the continent by 5.&lt;br /&gt;
&lt;br /&gt;
===Overseer Crash Site===&lt;br /&gt;
Also like vanilla, mostly the same, but also with the same difference: you may encounter multiple Overseer UFOs throughout a campaign. Possibly the only UFO where the CO pod is in the usual spot.&lt;br /&gt;
&lt;br /&gt;
===Temple Ship Assault===&lt;br /&gt;
It&#039;s been a lengthy journey, but the end of the Long War is in sight!&lt;br /&gt;
&lt;br /&gt;
The Temple Ship is near-identical to in vanilla: same enemy composition and positions as Enemy Within/Unknown, albeit with VASTLY increased health, stats, and gene mods (and size, for that extra player intimidation factor). You&#039;ll be able to bring up to 12 soldiers. Go in heavy, hit hard, and let nothing stand in your way. If you&#039;ve survived EXALT and an Alien Base or two, you should be fine. Try to bring soldiers that specialize at bringing down singular powerful units and take them down one by one; you aren&#039;t going to be doing much (if any) ITZ sweeping.&lt;br /&gt;
&lt;br /&gt;
At the end of the brutal road, in the Ethereal Cathedral awaits the &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039;, Lord of the Alien Collective. He has 60 HP, and 200 or more will. Note that unlike vanilla, rushing the Uber Ethereal won&#039;t work: each Ethereal still alive in the Ethereal Cathedral adds 15 bonus [[Damage (Long War)#Damage Reduction|Damage Reduction]] to the Uber Ethereal.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Missions (Long War)]]&lt;/div&gt;</summary>
		<author><name>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=89052</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=89052"/>
		<updated>2019-03-26T02:47:57Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: /* Mobile Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Goliath (Long War).png|left|frame|64px|Goliath]]&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;Gunner&#039;&#039;&#039; 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;
:&#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;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Advanced Fire Control (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;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Vital Point Targeting (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={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Collateral Damage (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={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#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 || 2 || 2 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 1 || 3 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 2 || 5 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 1 || 6 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 2 || 8 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 1 || 9 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 2 || 11 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bullet sponge 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;Automated Threat Assessment&#039;&#039;&#039;, &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Damage Control&#039;&#039;&#039; it becomes slightly more difficult 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;
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 the enemy isn&#039;t actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens &#039;&#039;don&#039;t&#039;&#039; decide to attack it. &#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; are prominent offensive and utility perks. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;, &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; can let the Goliath lock down aliens with the threat of overwatch.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even with their high health, damage reducing and self repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign.  The most serious threats come from Sectoid swarms, which will deal many small hits that bypass absorption fields, and HEAT loaded bosses, which will hit WAY too hard to tank. It is never a good idea to place the Goliath under a full pod&#039;s worth of fire without any assistance. &lt;br /&gt;
&lt;br /&gt;
MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. With some luck an upgraded Arc Thrower can be used to capture Drones, providing an unlimited source of +3 healing that is amazing for extended missions. The Repair utility of an arc thrower can also be used, but is generally not strong enough to use for primary healing. Another good idea is to equip it with HP-boosting items such as an Alloy Carbide Plating or Core Armoring, increasing the health it needs to tank. Skills that reduce enemy aim are never a bad idea, but be careful when boosting the Goliath&#039;s defense rating above that of the rest of your squad. Doing so will encourage the alien AI to change targets.&lt;br /&gt;
&lt;br /&gt;
Shock-Absorbent Armor takes the Goliath&#039;s tanking potential to a whole new level, but must be used very carefully. If the Goliath flanks a unit on the approach, it will frequently run away from the flank and attack outside of range for full damage. Heavier units like Mechtoids and Cyberdiscs are not pressed to flee, but they are not obligated to stay in range of the damage reduction. Do not place the Goliath in a situation where it NEEDS Shock-Absorbent Armor to survive.&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 going to use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Mobile Fortress===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This MEC&#039;s function is simple - draw enemy fire and absorb damage, while the rest of your squad deals with the enemy. Put it in a MEC-5 suit to maximize HP (+24) and DR (+2.5), while the &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; perk adds another +4 HP. Steadfast will keep your Goliath from panicking and inadvertently causing a panic chain. Equip an Alloy Carbide Plating and a Core Armoring for an additional +6 HP and immunity to critical hits. Don&#039;t equip Tactical Sensors or a Battle Computer, as these will raise the Goliath&#039;s evasion and may cause your enemies to target other members of your squad. Even though the Goliath&#039;s low aim make its primary weapon quite unreliable at mid to long ranges, you can give it a more supportive role by equipping a Holo-Targeter.  For secondary weapons consider bringing a grenade launcher or two to destroy enemy cover while in One For All position.  A Flamethrower or a Kinetic Strike Module can be useful on close-quarter maps. &lt;br /&gt;
For a tanky &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; MEC build check out the &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039;, which has a much better aim progression and some excellent Overwatch perks.&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>Darkdill</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=89051</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=89051"/>
		<updated>2019-03-26T02:41:23Z</updated>

		<summary type="html">&lt;p&gt;Darkdill: Steadfast is better than Flush at LCPL because it stops panic chains, which can otherwise happen with all the shots your Goliath takes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Goliath (Long War).png|left|frame|64px|Goliath]]&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;Gunner&#039;&#039;&#039; 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;
:&#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;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Advanced Fire Control (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;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Vital Point Targeting (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={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Collateral Damage (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={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#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 || 2 || 2 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 1 || 3 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 2 || 5 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 1 || 6 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 2 || 8 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 1 || 9 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 2 || 11 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
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With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bullet sponge 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;
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With perks like &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;, &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Damage Control&#039;&#039;&#039; it becomes slightly more difficult 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;
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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;
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Sadly the enemy isn&#039;t actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens &#039;&#039;don&#039;t&#039;&#039; decide to attack it. &#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; are prominent offensive and utility perks. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;, &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; can let the Goliath lock down aliens with the threat of overwatch.&lt;br /&gt;
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It should be noted that even with their high health, damage reducing and self repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign.  The most serious threats come from Sectoid swarms, which will deal many small hits that bypass absorption fields, and HEAT loaded bosses, which will hit WAY too hard to tank. It is never a good idea to place the Goliath under a full pod&#039;s worth of fire without any assistance. &lt;br /&gt;
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MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. With some luck an upgraded Arc Thrower can be used to capture Drones, providing an unlimited source of +3 healing that is amazing for extended missions. The Repair utility of an arc thrower can also be used, but is generally not strong enough to use for primary healing. Another good idea is to equip it with HP-boosting items such as an Alloy Carbide Plating or Core Armoring, increasing the health it needs to tank. Skills that reduce enemy aim are never a bad idea, but be careful when boosting the Goliath&#039;s defense rating above that of the rest of your squad. Doing so will encourage the alien AI to change targets.&lt;br /&gt;
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Shock-Absorbent Armor takes the Goliath&#039;s tanking potential to a whole new level, but must be used very carefully. If the Goliath flanks a unit on the approach, it will frequently run away from the flank and attack outside of range for full damage. Heavier units like Mechtoids and Cyberdiscs are not pressed to flee, but they are not obligated to stay in range of the damage reduction. Do not place the Goliath in a situation where it NEEDS Shock-Absorbent Armor to survive.&lt;br /&gt;
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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 going to use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
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&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges.&lt;br /&gt;
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== Sample Builds ==&lt;br /&gt;
===Mobile Fortress===&lt;br /&gt;
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LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
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CPL: &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
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SGT: &#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
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TSGT: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
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GSGT: &#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
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MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &lt;br /&gt;
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This MEC&#039;s function is simple - draw enemy fire and absorb damage, while the rest of your squad deals with the enemy. Put it in a MEC-5 suit to maximize HP (+24) and DR (+2.5), while the &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; perk adds another +4 HP. Steadfast will keep your Goliath from panicking and inadvertently causing a panic chain. Equip an Alloy Carbide Plating and a Core Armoring for an additional +6 HP and immunity to critical hits.  Even though the Goliath&#039;s low aim make its primary weapon quite unreliable at mid to long ranges, you can give it a more supportive role by equipping a Holo-Targeter.  For secondary weapons consider bringing a grenade launcher or two to destroy enemy cover while in One For All position.  A Flamethrower or a Kinetic Strike Module can be useful on close-quarter maps. &lt;br /&gt;
For a tanky &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; MEC build check out the &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039;, which has a much better aim progression and some excellent Overwatch perks.&lt;br /&gt;
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==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>Darkdill</name></author>
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