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	<updated>2026-05-03T21:12:30Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Archer_(Long_War)&amp;diff=66672</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=66672"/>
		<updated>2015-07-18T21:33:07Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: B15f Archer&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;
==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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=66671</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=66671"/>
		<updated>2015-07-18T21:27:01Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: B15f Goliath Changes&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 Gunner class. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.&lt;br /&gt;
&lt;br /&gt;
:&#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;Body Shield&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039;, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; and &#039;&#039;&#039; Resilience &#039;&#039;&#039; it becomes nigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; perk can give it even more survivability, by making it able to repair itself during longer missions.&lt;br /&gt;
&lt;br /&gt;
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; and &#039;&#039;&#039;Ready For Anything&#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 give it Alloy belts, maximizing 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;
==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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=66670</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=66670"/>
		<updated>2015-07-18T21:15:24Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &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 (better even than a 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;Light &#039;Em Up&#039;&#039;&#039; make for an effective damage dealer at mid to long(ish) ranges. They should be treated as Marksman Rifle Scouts, with a higher damage potential.&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=66669</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=66669"/>
		<updated>2015-07-18T21:07:43Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &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;
==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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=66668</id>
		<title>Guardian (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=66668"/>
		<updated>2015-07-18T21:03:44Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Guardian (Long War).png|left|frame|64px|Guardian]]&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;Medic&#039;&#039;&#039; class. Guardians are classically specialised in Restorative Mist use, and can greatly increase both its charges and effectiveness. Guardians can also specialise in improving overwatch, and also have a decent selection of defensive perks.&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={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Field Medic (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 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={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Covering Fire (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={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Sentinel (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={{ Savior (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Reactive Targeting Sensors (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={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Absorption Fields (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;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgt1={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+2 Aim, +2 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;
&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;
==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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=66667</id>
		<title>Shogun (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=66667"/>
		<updated>2015-07-18T20:59:19Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Shogun (Long War).png|left|frame|64px|Shogun]]&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;Engineer&#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;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Ammo (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={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (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;+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={{ Flush (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={{ Sapper (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Ranger (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={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Light Em Up (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={{ Grenadier (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Shredder Ammo (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 || 3 || 3 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 2 || 7 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 3 || 10 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 4 || 2 || 12 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 2 || 14 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 5 || 3 || 17 || 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; Mid-range Offensive/Defensive Support&lt;br /&gt;
&lt;br /&gt;
Fitting its name, the Shogun (&amp;quot;Warlord&amp;quot;) is - like the Engineer - a specialist in battlefield control, destroying enemy cover using &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Sapper&#039;&#039;&#039;. Whilst it doesn&#039;t have the raw range of the Archer, the Shogun can also act as a highly effective antimech platform using &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Grenadier&#039;&#039;&#039; also increase the number of grenade uses, allowing for sustained bombardment throughout longer missions.&lt;br /&gt;
&lt;br /&gt;
Unlike the Archer, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; via Alien Research; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more &#039;vulnerable&#039; and expendable SHIV to act as a close-range decoy.&lt;br /&gt;
&lt;br /&gt;
Remember to pick up the &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=66666</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=66666"/>
		<updated>2015-07-18T20:45:56Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &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, Advanced Fire Control, Reactive Targeting Sensors and Sentinel&#039;&#039;&#039; the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this. With a decent aim progression and it&#039;s increased damage output, by virtue of being a MEC, it handily replaces the Infantry&#039;s role as the primary Overwatcher during the late game. Although it does not gain HEAT ammo, it does gain Shredder Ammo, making it more effective against non-mechanical combatants, although it can still deal significant damage to mechanical units aswell. As the Valkyrie does not gain the Covering Fire ability, the Valkyrie is best used by letting it fire once and then going into overwatch, forcing the enemies to stay put while others flank them or move up. &lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Jetboost module, Shredder Ammo, Collateral damage, Vital Point Targeting and Rapid fire&#039;&#039;&#039;, the Valkyrie can become incredibly deadly and mobile, taking advantage of elevated positions to shoot down towards entrenched enemies.&lt;br /&gt;
&lt;br /&gt;
As it utilizes its main gun, due to its abilities, it&#039;s very important to keep an eye on its ammo reserve. Reloading often and giving it perks and utility items that increases its ammo capacity, ensures that it will never run dry, during a critical moment.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(Long_War)&amp;diff=66665</id>
		<title>Marauder (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marauder_(Long_War)&amp;diff=66665"/>
		<updated>2015-07-18T20:40:49Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Marauder (Long War).png|left|frame|64px|Marauder]]&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;Assault&#039;&#039;&#039; class. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.&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={{ Close Encounters (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Collateral Damage (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={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#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={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Flush (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Advanced Fire 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;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Run and Gun (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 || 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|| 1 || 2 || 2 || 6 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 2 || 8 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 4 || 2 || 10 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 2 || 12 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 5 || 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;
==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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=66664</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=66664"/>
		<updated>2015-07-18T20:33:40Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Rocketeer (Long War).png|left|frame|64px|Rocketeer]]&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;Rocketeer&#039;&#039;&#039; class is similar to an explosives specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+3 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={{ Rapid Reaction (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Fire In The Hole (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Snapshot (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#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={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Platform Stability (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={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Mayhem (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={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Shock And Awe (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#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={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Javelin Rockets (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Danger Zone (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;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;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 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;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit , in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any stragglers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, this can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; perk, which increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference from vanilla is that Shredder Rockets will not destroy cover, and will not affect units that are in cover relative to the center of the blast.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights, even though they should still be kept away from the front lines. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine how precisely they can aim their rockets; a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. Equipment such as the SCOPE reduce scatter, but laser weapons and carbines do not influence rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers can carry additional rockets in item slots, but each one has a weight of 2 (twice that of most items). This can be offset by using lighter armor, or using an SMG as a primary weapon. Even without the Javelin perk, rockets can be fired slightly beyond visual range, allowing a lightly armored Rocketeer to remain slightly back from the front line while still being able to launch rockets.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict it with significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]] for more details.&lt;br /&gt;
&lt;br /&gt;
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however rockets are heavy, so carrying additional rockets as items will cause a mobility penalty due to encumbrance.&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=66663</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=66663"/>
		<updated>2015-07-18T20:33:11Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&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;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (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={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (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={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (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={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (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={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (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;
|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(-24)&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;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Older build advice: not all in-line with current beta perk tree, equipment, etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
===Juggernaut=== &lt;br /&gt;
Gene-modded CQB-Flank Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.), particularly before advanced MECs are available.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly, and a flying gunner with tac sense packs an unflankable +60 Defense (+20 TS, +30 Flying, +10 Archangel Armor).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, mobility, aim, and will.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin (Damage Reduction), Smart Macrophages (Healing more efficient), Secondary Heart (Minimum strategic impact if knocked out mid-battle), and Smart Bone Marrow (Faster Wound Recovery). No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
===Overwatcher===&lt;br /&gt;
Perk set: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, &#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;, &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This build was created for the mid-game. Equip a &#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; (eliminates overwatch Aim Penalty) and an LMG. However it&#039;s still decent at the early game as soon as you get to Ready for Anything, but lacking a Smartgun Kit may cause you to miss a lot of shots.&lt;br /&gt;
&lt;br /&gt;
Now the Covering Fire / Sentinel / Smartgun combo will create a unit adept at hitting units that close into it&#039;s field of fire with massive amounts of overwatch damage. Note this is more useful on maps with little cover (or cover you have destroyed) to force enemies to close with you over a no mans land of open space. Combine this with a scope and elevation bonus and you can expect to hit most shots.&lt;br /&gt;
&lt;br /&gt;
This then leads into a unit which, thanks to the LMG, can fire at targets in squadsight range (Normal + 5 tiles). Since this is always going to be a fire without moving due to LMG restrictions, Ready For Anything will trigger on every normal shot you take, allowing you to kill an approaching enemy then re-establish the Covering/Sentinel/Smartgun overwatch. This is especially useful for picking off &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; enemies who would otherwise neutralize your defensive position.&lt;br /&gt;
&lt;br /&gt;
Finally, you can use the increased range Danger Zone Suppression or Shredder Attacks to offer support to offensive moves.&lt;br /&gt;
&lt;br /&gt;
Specializing in overwatch, it&#039;s effectiveness drops off in the Late game when more specialized support set-ups become more helpful and more and more enemies carry counter-overwatch perks such as Lightning Reflexes.&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=66662</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=66662"/>
		<updated>2015-07-18T20:31:33Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&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;
Long War &#039;&#039;&#039;Sniper&#039;&#039;&#039; is akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squadsight no longer functions with overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod, Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (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={{Disabling Shot (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)|text=1 }}  &lt;br /&gt;
|Corporal3={{Snapshot (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={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 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={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (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={{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={{In The Zone (Long War) |text=1}} &lt;br /&gt;
|MSgt2={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Double Tap (Long War) |text=1}} &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#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;
{| 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|| 0 || 0 || 4 || 4|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8 ||5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 12|| 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 16|| 2(3)|| 15(-19)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 20 || 2(3)||17(-22)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 24||2(3) ||19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 28|| 2(3)||21(-28)&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;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; still available, snipers are still some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Thus, you may find yourself desiring more snipers than other classes in your campaign, to have a number of each to go out on missions. And, if you use multiple snipers in a squad, consider if to have them be the same kind, or mix n&#039; match. For example, Disablers help out greatly for doing alien captures, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers could be played like Scouts (with more accurate/potent shots, can hit from full Squadsight range, but less defensive abilities). You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Sentry===&lt;br /&gt;
Role: Long Range&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role relies on In The Zone to keep enemies at an optimal engagement distance. It will utilize offensive upgrades combined with defensive upgrades to act as a high-powered turret with the ability to clear the map when used correctly. The sniper in those role also utilizes SnapShot providing additional utility and versatility. A Sniper using this build has power potential proportional increases with tech level. Certain techs like flying armor will significantly buff its combat ability.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Low Profile -&amp;gt; SnapShot -&amp;gt;  Damn Good Ground/Executioner -&amp;gt; Ranger -&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load cannot be used after moving. Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed, but should be prioritized after ground targets because they are likely to end the ITZ chain. Be wary when firing at flanked targets in Squadsight Range. SS Flanked targets will often not be tagged as exposed and will end the ITZ chain.&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Executioner/ Damn Good Ground -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Double tap/Mayhem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT provide you with +3 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision shot, Lone Wolf and Sharpshooter provide you with additional critical chance. Double tap is the signature ability, with which you can take on two separate adversaries in one turn, or focus on one tough one. &lt;br /&gt;
&lt;br /&gt;
Addition Note: If you prefer, Mayhem provide 4 Damages and +3 aim with +3 will combine with Precision shot ,Ranger(1) and VPT(2) can made a doom shot (+7 damage from MH RG and VPT not include PS ,One shot - One kill) with critical per turn until run out of ammo. &lt;br /&gt;
&lt;br /&gt;
===Stalker===&lt;br /&gt;
Role: Mid to Long range offense.&lt;br /&gt;
&lt;br /&gt;
A mobile, versatile sniper who uses terrain and mobility to find himself on the flank or even behind enemy lines. It makes heavy use of In the Zone, which works against flanked and exposed targets (such as flying and those with no cover), which in turn requires the sniper to have a suitably large ammo magazine. While not staying far behind, the sniper should still keep some distance from the main group because of the short range penalty of the Strike/Sniper rifle. Perks focus on critical chance and utility.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Snap Shot -&amp;gt; Sharpshooter -&amp;gt; Lock N&#039; Load -&amp;gt; Bring &#039;Em On -&amp;gt; In the Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Since Lock N&#039; Load only works together with Snap Shot ( you can not shoot after taking a costly action, reloading included), the two perks go together. With Lock N&#039; Load, Ammo conservation project and Hi-Cap magazine your sniper rifle will have +3 maximum ammo (!), more than enough for In the Zone. This build works well with Marksman Rifles as well as sniper rifles, making use of the +1 mobility and avoiding taking the Snapshot perk; here is how the marksman rifle build will look:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision shot -&amp;gt; Sharpshooter -&amp;gt; Aggression -&amp;gt; Bring &#039;Em On -&amp;gt; In the Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will have less ammo and more critical chance.&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=66661</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=66661"/>
		<updated>2015-07-18T20:30:57Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &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;
In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:&lt;br /&gt;
* Point-man&lt;br /&gt;
:A major role of the Scout class is leading the charge, drawing out overwatch fire with their &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, and &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Resilience is particularly important, since some aliens have Opportunist, and even with Lightning Reflexes eventually your scout will be hit by overwatch fire. They will typically be armed with SMGs for mobility, though given they&#039;re usually at the front, shotguns are also good in this role.&lt;br /&gt;
* Close range combatant&lt;br /&gt;
:Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run &amp;amp; Gun. Key perks to getting the most out of Scouts in this role are &#039;&#039;&#039;In The Zone&#039;&#039;&#039; or &#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;, allowing a Scout to move up to an enemy, kill them (or even several of them with ITZ) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role.&lt;br /&gt;
* Mid-to-long range flanker&lt;br /&gt;
:A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; is available from Marksman Scopes to allow the Scout to use the full range of marksman rifles to make this easier.&lt;br /&gt;
&lt;br /&gt;
Any of these roles can also benefit from the Scout&#039;s support perks such as &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; and &#039;&#039;&#039;Flush&#039;&#039;&#039;.&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.&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=66660</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=66660"/>
		<updated>2015-07-18T20:30:14Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|Medic]]&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;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&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;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Suppression (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Field Surgeon (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Rapid Reaction (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Revive (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Ready For Anything (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Paramedic (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={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Combat Drugs (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bombard (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={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Savior (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;
|Specialist|| 1 || 1 || 3 || 3 || 6(7) || 6(7)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 6(7) || 12(14)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 8 || 4(5) || 16(19)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 10 || 3(4) || 19(23)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 13 || 3(4) || 22(27)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 15 || 3(4) || 25(31)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 18 || 3(4) || 28(35)&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;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing his squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 1: Field Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Savior&#039;&#039;&#039; and &#039;&#039;&#039;Revive&#039;&#039;&#039; they become dedicated healing medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; can be taken as an item to offer them more options. These dedicated Medics have many uses of Medikits and plenty of healing making them suited to long operations such as base assault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 2: Tactical Support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here medics are more than healing units, focusing on defensive support items. &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke.&lt;br /&gt;
&lt;br /&gt;
Because these medics are very item dependent it is advisable to only use them in short missions where their item uses are maximized. Such missions include small map &#039;&#039;&#039;Terror Missions&#039;&#039;&#039;, &#039;&#039;&#039;Abductions&#039;&#039;&#039; or small ship &#039;&#039;&#039;Crash Sites&#039;&#039;&#039;. On long missions they risk running out of items and becoming less effective. However during those short missions their support in invaluable as with good timing and tactics you can be keep your soldiers safe the entire mission duration (4 or more smoke grenade uses) preventing wounds rather than healing them, although they also have the tools to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 3: Battle Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Medics focus on using accurate guns to punish enemies for anything they try. With &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;, and &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, they are death machines capable of attacking and overwatching the same turn. Although not required, &#039;&#039;&#039;Suppression&#039;&#039;&#039; can also be used for more fire options and &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; to overwatch indefinitely (reload then overwatch every turn).&lt;br /&gt;
&lt;br /&gt;
In Long War, Medics have poor aim progression making them not ideal combatants. The &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; overcomes this by going on the left side of the perk tree, gaining bonus aim at &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. This puts them on par with the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class (21 at max rank Vs &#039;&#039;&#039;Infantry&#039;&#039;&#039; 21) while still being able to heal. They make excellent overwatches that can shoot three times without penalty. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing, while still capable of healing squadmates. Due to this appropriate items are &#039;&#039;&#039;Scope&#039;&#039;&#039; for the aim bonus to his shots and the normal &#039;&#039;&#039;Medikit&#039;&#039;&#039; to still fulfill his medical role.&lt;br /&gt;
&lt;br /&gt;
==Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A surgeon has 75% to remove 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. +1 to lowest point soldier&#039;s HP got - game tracks this value during the mission for wound time calculation. Never more than 1 HP. If a soldier was wounded for only 1 HP it has 75% to not require hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost) field surgeon will only reduce hospital time (by a significant amount if the hospital time rises non-linearly with the amount of HP lost. Minor wounds heal quick). &lt;br /&gt;
 &lt;br /&gt;
Having 2+ surgeons in mission means all soldiers injured in combat get this +1 to lowest HP value and will thus spend less (or no) time in  hospital.&lt;br /&gt;
&lt;br /&gt;
As of Beta 15e, a surgeon is guaranteed to remove 1 HP worth of damage from combat from every non-critically wounded soldier. Having multiple surgeons in the squad will no longer have any increased effect.&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=66659</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=66659"/>
		<updated>2015-07-18T20:29:03Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&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 Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#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={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (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={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (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={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#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={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (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;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;
|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 || 12|| 3(4)||19(-24)&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;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&#039;&#039;Algariept&#039;s advice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most conservatory class in the entire XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined paths – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 3 – Capture, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Rapid Reaction (Long War)|align=left}}&#039;&#039;&#039;Engineers&#039;&#039;&#039; have a poor aim progression that can be augmented by the passive bonuses of specific perks. It will take a while for an &#039;&#039;&#039;Engineer&#039;&#039;&#039; to become reliable when building towards overwatch. There are some creative ways to use &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; very early into a campaign, e.g. if you manage to plant a shotgun &#039;&#039;&#039;Engineer&#039;&#039;&#039; in the back lines of your enemies, two close range shotgun shots could make short work of two early game enemies. A carbine could also be used to assist a low rank &#039;&#039;&#039;Engineer&#039;&#039;&#039;. Just keep in mind that if you equip too many soldiers with carbines, your overall squad weapon damage will suffer. Unfortunately, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to &#039;&#039;&#039;Opportunist&#039;&#039;&#039; or &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, making the class considerably less adequate at overwatching.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}This type of support grenade can be useful in basically every mission. However, it is more of a last resort than a tool that you should rely on constantly. In later months, the smoke grenade can put your squad in a sticky situation. If the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are much more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Supportive grenades can greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all supportive grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is no laughing matter even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on.&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can devaluate this perk when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. Yet &#039;&#039;&#039;Engineers&#039;&#039;&#039; are not very adept at using the Battle rifle and a close range suppression with the shotgun can still get your suppressor shot. This class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; and picking up the Extended Mags item will greatly devaluate a grenade specialist’s equipment slots.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 55% and even with the project that number rises only up to 58%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The expanded range of the smoke grenade allows your soldiers to spread out much more efficiently and thus reduces the chance of baiting alien grenades. The extra flexibility, due to the increased AOE, should also be noted, since you will not always be able to pull your squad into a tight formation.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential number of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Ready For Anything (Long War)|align=left}}As previously stated, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not have access to &#039;&#039;&#039;Opportunist&#039;&#039;&#039; or &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, but if all perks that provide extra Aim have been picked up to this point than the Engineer will be capable of covering the squad with a total of +22 Aim at the Gunnery rank.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}Extra grenade damage is always nice. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from mayhem. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced. Right now this is a somewhat lackluster perk even with the extra boost to Will and Aim.&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}Rockets are more unreliable as of beta 14 even for a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be even less reliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; the rocket will still pack a decent punch. The +4 Aim on the side is a very welcome pick up for this class.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Extra Conditioning (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers with his shotgun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Capture Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Rapid Reaction (Long War)}}&lt;br /&gt;
|CPL={{ Holo-Targeting (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|GSG={{ Will To Survive (Long War)}}&lt;br /&gt;
|MSG={{ Fire Rocket (Long War)}}&lt;br /&gt;
|Boost=+12 Aim, +5 Will, +1 Mobility&lt;br /&gt;
|Strength=Durable, Damage&lt;br /&gt;
|Weakness=Utility&lt;br /&gt;
|Battles=Light Abductions&lt;br /&gt;
|Loadout=Carbine/SMG; Pistol; Arc Thrower, alloy plate&lt;br /&gt;
|Description=If things get out of hand during a capture attempt this soldier should still be able to survive a potential backlash. Employ this Engineer when you expect a low number of enemies, since you want to maximize captures.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=66658</id>
		<title>Infantry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=66658"/>
		<updated>2015-07-18T20:28:18Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]&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;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&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;: None.&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={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (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={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (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={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Suppression (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (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.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Bring Em On (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={{ Rapid Fire (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;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 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;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Team Leader/Crit Infantry===&lt;br /&gt;
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim, deploy with most squads on missions with low-moderate enemy counts. Also makes great officer material due to heavy reliance on primary weapon. &lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. OR &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; if the trooper has low mobility and thus can&#039;t always exploit full cover.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional damage per turn. Pistols don&#039;t deal enough damage (especially early on) to usually justify boosting for infantry, and most of your shots won&#039;t be from overwatch.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets. OR &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; on early officers when you don&#039;t have many ammo upgrades, although reloading provides a great excuse to change cover!&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the protection of the officer, especially if running the combat rush genemod over secondary heart. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; to help confirm kills when first fight a pod.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; if you&#039;re grooming a future Field Commander officer for the extra 4 will. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and will and would rather increase potential damage by a further 4/turn.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers).&lt;br /&gt;
&lt;br /&gt;
===Fire Support===&lt;br /&gt;
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). &#039;&#039;&#039;Ranger&#039;&#039;&#039; will increase the damage output and help increase the odds a reaction shot will be a kill shot. &#039;&#039;&#039;Deadeye&#039;&#039;&#039; could be a solid choice for helping to deal with Floaters, Drones and Cyberdiscs.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit. &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.&lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Defense can be a dump stat as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other&#039;s wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Suppression&#039;&#039;&#039;. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there&#039;s an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Lock &#039;N&#039; Load&#039;&#039;&#039;. Lets the Infantry maintain continual suppression and not miss a turn of effective action.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Makes for a nigh-indestructible soldier — as long as the rest of the squad doesn&#039;t abandon her. If you were already happy with the toughness and stats of your soldier, you could take Vital Point Targeting instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: XCOM players know that firefights — multi-turn exchanges of fire between two sets of cover positions — are to be avoided at all costs. Use Snipers, use explosives, use flanks, use recon and ambush, use everything you&#039;ve got to avoid getting stuck in firefights, where the aliens&#039; raw power and special abilities favour them in the battle of attrition, while another pod could join the fun at any moment.&lt;br /&gt;
&lt;br /&gt;
However, if a firefight &#039;&#039;does&#039;&#039; happen, Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be &#039;&#039;indestructible&#039;&#039; than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won&#039;t do much damage, but will expose it to further shots against which it will have much less DR.&lt;br /&gt;
&lt;br /&gt;
Each turn, the soldier should shoot once, and then suppress (they can also shoot and hunker down, shoot and reload, shoot and heal, etc, as needed). They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.&lt;br /&gt;
&lt;br /&gt;
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Tank Infantry should be equipped with a Heavy/Battle Rifle: usually, the soldier will only take the single free shot from Light &#039;Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The Tank Infantry&#039;s weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it&#039;s over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes &#039;&#039;cause&#039;&#039; there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to &#039;&#039;kill&#039;&#039; as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.&lt;br /&gt;
&lt;br /&gt;
Other classes are also capable of &amp;quot;tanking&amp;quot;. Gunners are a common choice, but do not have Steadfast, and lack Lock &#039;N&#039; Load for maintaining indefinite Suppression. Engineers are unsuitable as they can only get Will to Survive &#039;&#039;or&#039;&#039; Suppression (and lack Steadfast or LNL). Rocketeers can get Will to Survive and (Mayhem!) Suppression, but this means passing up improvements to the rockets that are their main feature (and they lack Steadfast or LNL). Medics, Scouts and Snipers all lack the essential Will to Survive.&lt;br /&gt;
&lt;br /&gt;
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank. Assaults make good tanks in unpredictable situations, but contribute less in bogged down cover-to-cover firefights where all the enemy is in the same direction: they lack Light &#039;Em Up to take a free shot (except when it&#039;s possible to use H&amp;amp;R or CE), they cannot suppress and don&#039;t have LNL to sustain continual fire.&lt;br /&gt;
&lt;br /&gt;
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&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>Dechs1249</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=66657</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=66657"/>
		<updated>2015-07-18T20:27:42Z</updated>

		<summary type="html">&lt;p&gt;Dechs1249: &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 and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&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;Tactical Sense&#039;&#039;&#039;, which grants 5 defense for each visible enemy up to 20. Extra defense is obviously handy when your assault is getting shot at (especially when running reaction fire), but beware that this may make your assault harder to hit than your other soldiers and the aliens may target them instead, which defeats the point of a tank build. &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. Alternatively, you could pick &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to draw reaction fire, but Scouts do the job just as well at SPEC and the bonuses on &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; are too good to pass up. &lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.&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.&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Flush&#039;&#039;&#039; if you want to use your operative/assault as utility while waiting for R&amp;amp;G to come off cool-down. OR &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; when you want to use your operative as a close-in damage threat for alien missions (be wary, as this can backfire on covert operatives if CCS procs deplete all your ammo before a turn which you planned to use R&amp;amp;G to trip a comm relay). Take &#039;&#039;&#039;Steadfast&#039;&#039;&#039; if your assault operative has low will and you do not want to risk them panicking to a light wound.&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. 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 op, since they are limited in health, or &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; to give them bonus damage after &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; and increased viability outside of covert ops. &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. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.&lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&amp;amp;G cooldown). Any perk is a good choice here otherwise.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative builds are generally self explanatory (pistol, alloy plating and a grenade). 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;
==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>Dechs1249</name></author>
	</entry>
</feed>