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		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=62582</id>
		<title>Equipment (Long War)</title>
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		<updated>2014-12-30T12:25:41Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: /* Optics and weapon attachments */Added Alien Computers requirement for Smartgun Kit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&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;
In Long War all soldiers have 2 item slots from the start of the game.&lt;br /&gt;
&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
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== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 50 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. || 15 || Alien Materials || 90 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy || 80 || 0 || 5 || 12 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || -1 || All ||  Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP. || 50 || Mobile Power Armor || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic ||  Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 55 || Sectoid Commander Autopsy || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thrown Devices===&lt;br /&gt;
&lt;br /&gt;
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || Psionic ||  When thrown, the mimic beacon generates a unique audio signal causing aliens to advance towards it for 2 turns. Aliens in combat are less likely to be fooled. Does not affect Mechanical units. 2 uses. -3 will when equipped. || 35 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 60 || 0 || 1 || 10 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 40 || Thin Man Autopsy || 120 || 2 || 0 || 0 || 10 || 3x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1x Sectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply. || 50 || Xenopsionics || 200 || 5 || 15 || 25 || 14 || 5x Seeker wreck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability, so in essence you will inflict always a -2 to the enemy&#039;s damage reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare || 25 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare || 35 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 25 || Experimental Warfare || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All || Increases Beam and Pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 4 || 0 || 1 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All || Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade || 15 || Alien Weaponry || 80 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +7 Critical Hit Chance to a soldier&#039;s primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartgun Kit Long War.png|center|128x64px]]&#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Experimental Warfare, Alien Computers || 60 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). || 20 || Alien Weaponry || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Gunner || Confers Platform Stability perk. (Shots taken before any costly actions have +10 Aim and +10% critical chance.) || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1x SCOPE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants the Steadfast perk, making the soldier immune to panic and intimidation, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Strengthens user&#039;s will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy ||  180 || 0 || 0 || 2 || 10 || 1x Berserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. &amp;lt;br&amp;gt; Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 ||  Antigrav Systems || 50 || 4 || 15 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 Mobility. ||45 || Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;8%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;14%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +20% Psi XP || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Belt Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Extra Conditioning perk. || 20 ||  Alien Materials || 40 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +5 aim . || 20 ||  Experimental Warfare || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 65 || 5 || 2 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +5 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 130 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 75 || 5 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses  || 35 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy || 65 || 0 || 0 || 0 || 7 || 1x UFO Flight Computer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Enhancing Equipment ===&lt;br /&gt;
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Depleted Elerium Rounds&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 15 ||  Enhanced Ballistics || 50 || 5 || 1 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Pumper Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Pumper&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 55 ||  Enhanced Lasers|| 75 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Zevatron Booster Long War.png|center|128x64px]]&#039;&#039;&#039;Zevatron Booster&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Particle Cannon and Superheavy Plasma damage by 1. || 135 ||  Enchanced Plasma || 180 || 20 || 20 || 20 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases Kinetic Strike Damage by 3. || 70 ||  Antigrav Systems || 85 || 20 || 15 || 1 || 12 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;6%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;1%&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; width=&amp;quot;14%&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; width=&amp;quot;12%&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader Long War.png|center|128x64px]]&#039;&#039;&#039;Autoloader&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 ||Confers 1 additional shot or burst to primary weapon. Stacks with Lock&#039;N&#039;Load.  || 10 ||  - || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases both DR and HP of the equipped unit by +1. || 35 ||  Heavy Floater Autopsy || 90 || 10 || 0 || 20 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Gyros Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Gyros&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 ||  Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 ||  Sectopod Autopsy || 300 || 25 || 5 || 45 || 12 || 1x UFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 ||  Advanced Servomotors || 30 || 8 || 15 || 20 || 7 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=62549</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=62549"/>
		<updated>2014-12-28T11:48:51Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: /* Sample Builds */ Written it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS MECH.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={{Vital Point Targeting (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={{Sharpshooter (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Aggression (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Jetboot Module (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Executioner (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Will&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{Advanced Fire Control (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;Provides +3 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#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={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Light Em Up (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;
&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 || 5 || 5 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 5 || 10 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 5 || 15 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 5 || 20 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 5 || 25 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 5 || 30 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 35 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
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;
Perk Pros and Cons:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL:&#039;&#039;&#039; At this rank any perk can be useful. I would not recommend &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; unless you plan to choose &#039;&#039;&#039;Jetboot Module&#039;&#039;&#039; over &#039;&#039;&#039;Squadsight&#039;&#039;&#039; later. &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; is highly useful until MSGT when &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; becomes available, unless you plan to move your Jaeger around a lot. &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; is good for dealing with entrenched enemies, but less useful for flanking or hitting Flying enemies. Your call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL:&#039;&#039;&#039; I would recommend &#039;&#039;&#039;Flush&#039;&#039;&#039; as a support Perk. Due to the squishiness of the Jaeger, it is unlikely you will place it in a position where it needs to be on overwatch, so &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; is less useful; however if you are not using it as a squadsight firing position the extra defence can be lifesaving. &#039;&#039;&#039;Aggression&#039;&#039;&#039; is never one I would recommend simply because I do not like relying on criticals to win a battle. But it&#039;s up to your personal Playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT:&#039;&#039;&#039; &#039;&#039;&#039;Squadsight&#039;&#039;&#039;. No ifs, no buts, my recommendation is squadsight. The mobility and altitude traversal of &#039;&#039;&#039;Jetboots&#039;&#039;&#039; is useful, but this means you will always have to put your squishiest MEC in positions it can be shot back at, which without cover can get nasty. &#039;&#039;&#039;Ranger&#039;&#039;&#039; is as worthless as ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT:&#039;&#039;&#039; Depends on your playstyle. If you spread you troops out enough, &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; is good but is situational - especially since the Squadsight only gives you +5 tiles range, so you&#039;re still losing a couple of tiles from the distance you can fire on a spotted enemy. &#039;&#039;&#039;Executioner&#039;&#039;&#039; is nice but highly situational - though it can combine well with &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; to maintain aim bonus after &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; has worn off provided you do decent damamge. If you play the class right, you&#039;ll never need &#039;&#039;&#039;Damage Control&#039;&#039;&#039; but it can be useful if you choose to make an overwatcher Jetboot combo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT:&#039;&#039;&#039;If you&#039;re buliding a &#039;&#039;&#039;Jetboot / Threat Assessment&#039;&#039;&#039; Overwatcher here, &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;. If you&#039;re building a &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Marksman, Shredder Ammo offers some nice support options. &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; isn&#039;t for me due to my aforementioned reluctance to rely on Crits. Personal Choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT:&#039;&#039;&#039; The Big Choices here. Depends on what you&#039;ve built. If you&#039;re a squadsight Flanker, &#039;&#039;&#039;ITZ&#039;&#039;&#039; is amazing if you can do the damage needed. If you&#039;ve gone for a Jetboot Overwatcher, you NEED &#039;&#039;&#039;Absorbtion Fields&#039;&#039;&#039; to reduce your squishiness in the late game. If you&#039;ve gone for a Support Marksman, &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; allows for greater damage potential.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Platform Stability - Flush - Squadsight - Executioner - Shredder Ammo - Light &#039;Em Up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A unit to sit a little behind the front lines and offer Fire support. Platform Stability will offer the already excellent aim progression of the Jaeger a little boost, Flush and Shredder offer some support options and Executioner works well with Light &#039;Em Up to maintain the aim bonus lost after the first shot with Platform Stability. Super Squishy.&lt;br /&gt;
Equip a Grenade Launcher to offer additional Support by cover destruction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damn Good Ground - Automated Threat Assessment - Jetboot Module - Damage Control - Advanced Fire Control - Absorbtion Fields&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not the strongest option for this class, the lack of health in the late game requires the use of Damage Control and Absorbtion Fields since the MEC can&#039;t take cover. DGG and Jetboot work well together to exploit rooftops, and the Defence granted by DGG combines with ATA to almost make up for the inability to take cover. AFC is not necessarily necessary due to the Jaeger&#039;s excellent aim, but with this you should hit almost every Overwatch against uncovered enemies and most against those in light cover.&lt;br /&gt;
Equip Restorative Mist to help recover damage taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flanker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damn Good Ground - Aggression - Jetboot Module - Lone Wolf (Feeling Risky) or Damage Control (safer) - Bring &#039;Em On - In the Zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dangerous game to play, if you have an accidental trigger of a high Damage enemy (Cyberdisc, Sectopod etc.) then your Jaeger may become toasted. This build relies on exploiting the bonus to Critical chance offered by a flank with the high mobility options of Jetboot module. Depending on how many people you can see and how far away you&#039;re flanking from the rest of your team, the % bonus critical chance from Lone Wolf and Aggression can start to stack up. Combine that with Flank bonus and Bonus damage from Bring &#039;Em On and you have a killer. ITZ lets you chain a couple of weak enemies then run away like the squishy thing that you are.&lt;br /&gt;
If you&#039;re playing with the Second Wave option that makes all flanks criticals, you can ignore the critical Chance boosters and choose something else.&lt;br /&gt;
Equip Flamethrower for close combat screaming or Restorative Mist to recover damage taken.&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>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=62548</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=62548"/>
		<updated>2014-12-28T11:26:56Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: Created Sample Builds to edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS MECH.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={{Vital Point Targeting (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={{Sharpshooter (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Aggression (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Jetboot Module (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Executioner (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Will&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{Advanced Fire Control (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;Provides +3 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#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={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Light Em Up (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;
&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 || 5 || 5 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 5 || 10 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 5 || 15 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 5 || 20 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 5 || 25 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 5 || 30 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 35 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
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;
Perk Pros and Cons:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL:&#039;&#039;&#039; At this rank any perk can be useful. I would not recommend &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; unless you plan to choose &#039;&#039;&#039;Jetboot Module&#039;&#039;&#039; over &#039;&#039;&#039;Squadsight&#039;&#039;&#039; later. &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; is highly useful until MSGT when &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; becomes available, unless you plan to move your Jaeger around a lot. &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; is good for dealing with entrenched enemies, but less useful for flanking or hitting Flying enemies. Your call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL:&#039;&#039;&#039; I would recommend &#039;&#039;&#039;Flush&#039;&#039;&#039; as a support Perk. Due to the squishiness of the Jaeger, it is unlikely you will place it in a position where it needs to be on overwatch, so &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; is less useful; however if you are not using it as a squadsight firing position the extra defence can be lifesaving. &#039;&#039;&#039;Aggression&#039;&#039;&#039; is never one I would recommend simply because I do not like relying on criticals to win a battle. But it&#039;s up to your personal Playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT:&#039;&#039;&#039; &#039;&#039;&#039;Squadsight&#039;&#039;&#039;. No ifs, no buts, my recommendation is squadsight. The mobility and altitude traversal of &#039;&#039;&#039;Jetboots&#039;&#039;&#039; is useful, but this means you will always have to put your squishiest MEC in positions it can be shot back at, which without cover can get nasty. &#039;&#039;&#039;Ranger&#039;&#039;&#039; is as worthless as ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT:&#039;&#039;&#039; Depends on your playstyle. If you spread you troops out enough, &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; is good but is situational - especially since the Squadsight only gives you +5 tiles range, so you&#039;re still losing a couple of tiles from the distance you can fire on a spotted enemy. &#039;&#039;&#039;Executioner&#039;&#039;&#039; is nice but highly situational - though it can combine well with &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; to maintain aim bonus after &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; has worn off provided you do decent damamge. If you play the class right, you&#039;ll never need &#039;&#039;&#039;Damage Control&#039;&#039;&#039; but it can be useful if you choose to make an overwatcher Jetboot combo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT:&#039;&#039;&#039;If you&#039;re buliding a &#039;&#039;&#039;Jetboot / Threat Assessment&#039;&#039;&#039; Overwatcher here, &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;. If you&#039;re building a &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Marksman, Shredder Ammo offers some nice support options. &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; isn&#039;t for me due to my aforementioned reluctance to rely on Crits. Personal Choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT:&#039;&#039;&#039; The Big Choices here. Depends on what you&#039;ve built. If you&#039;re a squadsight Flanker, &#039;&#039;&#039;ITZ&#039;&#039;&#039; is amazing if you can do the damage needed. If you&#039;ve gone for a Jetboot Overwatcher, you NEED &#039;&#039;&#039;Absorbtion Fields&#039;&#039;&#039; to reduce your squishiness in the late game. If you&#039;ve gone for a Support Marksman, &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; allows for greater damage potential.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&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>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=62547</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=62547"/>
		<updated>2014-12-28T11:25:44Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: /* Tactical Advice */ Created and Written.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS MECH.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={{Vital Point Targeting (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={{Sharpshooter (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Aggression (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Jetboot Module (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Executioner (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Will&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{Advanced Fire Control (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;Provides +3 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#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={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Light Em Up (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;
&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 || 5 || 5 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 5 || 10 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 5 || 15 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 5 || 20 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 5 || 25 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 5 || 30 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 35 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
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;
Perk Pros and Cons:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL:&#039;&#039;&#039; At this rank any perk can be useful. I would not recommend &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; unless you plan to choose &#039;&#039;&#039;Jetboot Module&#039;&#039;&#039; over &#039;&#039;&#039;Squadsight&#039;&#039;&#039; later. &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; is highly useful until MSGT when &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; becomes available, unless you plan to move your Jaeger around a lot. &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; is good for dealing with entrenched enemies, but less useful for flanking or hitting Flying enemies. Your call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL:&#039;&#039;&#039; I would recommend &#039;&#039;&#039;Flush&#039;&#039;&#039; as a support Perk. Due to the squishiness of the Jaeger, it is unlikely you will place it in a position where it needs to be on overwatch, so &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; is less useful; however if you are not using it as a squadsight firing position the extra defence can be lifesaving. &#039;&#039;&#039;Aggression&#039;&#039;&#039; is never one I would recommend simply because I do not like relying on criticals to win a battle. But it&#039;s up to your personal Playstyle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT:&#039;&#039;&#039; &#039;&#039;&#039;Squadsight&#039;&#039;&#039;. No ifs, no buts, my recommendation is squadsight. The mobility and altitude traversal of &#039;&#039;&#039;Jetboots&#039;&#039;&#039; is useful, but this means you will always have to put your squishiest MEC in positions it can be shot back at, which without cover can get nasty. &#039;&#039;&#039;Ranger&#039;&#039;&#039; is as worthless as ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT:&#039;&#039;&#039; Depends on your playstyle. If you spread you troops out enough, &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; is good but is situational - especially since the Squadsight only gives you +5 tiles range, so you&#039;re still losing a couple of tiles from the distance you can fire on a spotted enemy. &#039;&#039;&#039;Executioner&#039;&#039;&#039; is nice but highly situational - though it can combine well with &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; to maintain aim bonus after &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; has worn off provided you do decent damamge. If you play the class right, you&#039;ll never need &#039;&#039;&#039;Damage Control&#039;&#039;&#039; but it can be useful if you choose to make an overwatcher Jetboot combo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT:&#039;&#039;&#039;If you&#039;re buliding a &#039;&#039;&#039;Jetboot / Threat Assessment&#039;&#039;&#039; Overwatcher here, &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;. If you&#039;re building a &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Marksman, Shredder Ammo offers some nice support options. &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; isn&#039;t for me due to my aforementioned reluctance to rely on Crits. Personal Choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT:&#039;&#039;&#039; The Big Choices here. Depends on what you&#039;ve built. If you&#039;re a squadsight Flanker, &#039;&#039;&#039;ITZ&#039;&#039;&#039; is amazing if you can do the damage needed. If you&#039;ve gone for a Jetboot Overwatcher, you NEED &#039;&#039;&#039;Absorbtion Fields&#039;&#039;&#039; to reduce your squishiness in the late game. If you&#039;ve gone for a Support Marksman, &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; allows for greater 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>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=62546</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=62546"/>
		<updated>2014-12-28T10:56:11Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: Adding Header to edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS MECH.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={{Vital Point Targeting (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={{Sharpshooter (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Aggression (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Jetboot Module (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Executioner (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Will&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{Advanced Fire Control (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;Provides +3 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#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={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Light Em Up (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;
&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 || 5 || 5 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 5 || 10 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 5 || 15 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 5 || 20 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 5 || 25 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 5 || 30 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 35 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
==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>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=62545</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=62545"/>
		<updated>2014-12-28T10:53:14Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&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.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&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 others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#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={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  HEAT Ammo (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Danger Zone (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{  Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{  Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +3 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{  Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{  Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;Provides +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgt1={{ Resilience (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;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim, +2 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 || 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|| 1 || 2 || 3 || 9 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
The gunner tends to fall into one of two main roles in Long War, depending on your playstyle:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 1&#039;&#039;&#039;: Medium Range Offense / Offensive Support (Most common Role)&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. 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, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. 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;
&lt;br /&gt;
&#039;&#039;&#039;Role 2&#039;&#039;&#039;: Medium Range Defensive Position / Offensive Support (Less common)&lt;br /&gt;
&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 a &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Machine Gun. 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 HMG, can fire at targets in squadsight range (Normal + 5 tiles). Since this is always going to be a fire without moving due to HMG 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 neutralise 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;
Specialising in Overwatch, it&#039;s effectiveness drops off in the Late game when more specialised 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;
== Sample Builds ==&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;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - 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;
&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;
==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>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=62544</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=62544"/>
		<updated>2014-12-28T10:49:38Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&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.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&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 others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#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={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  HEAT Ammo (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Danger Zone (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{  Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{  Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +3 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{  Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{  Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;Provides +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgt1={{ Resilience (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;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim, +2 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 || 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|| 1 || 2 || 3 || 9 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
The gunner tends to fall into one of two main roles in Long War, depending on your playstyle:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 1&#039;&#039;&#039;: Medium Range Offense / Offensive Support (Most common Role)&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. 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, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. 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;
&lt;br /&gt;
&#039;&#039;&#039;Role 2&#039;&#039;&#039;: Medium Range Defensive Position / Offensive Support (Less common)&lt;br /&gt;
&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 a &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Machine Gun. 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 HMG, can fire at targets in squadsight range (Normal + 5 tiles). Since this is always going to be a fire without moving due to HMG 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 neutralise your defensive position.&lt;br /&gt;
&lt;br /&gt;
Finally, you can use the increased range Danger Zone Shredder Suppression to offer support to offensive moves.&lt;br /&gt;
&lt;br /&gt;
Specialising in Overwatch, it&#039;s effectiveness drops off in the Late game when more specialised 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;
== Sample Builds ==&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;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - 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;
&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;
==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>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=62543</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=62543"/>
		<updated>2014-12-28T10:43:27Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&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.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&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 others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#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={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  HEAT Ammo (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;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Danger Zone (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{  Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{  Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +3 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{  Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{  Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;Provides +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgt1={{ Resilience (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;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim, +2 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 || 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|| 1 || 2 || 3 || 9 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#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. 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, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. 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;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Defensive Position / Offensive Support&lt;br /&gt;
&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 a &#039;&#039;&#039;Squadsight&#039;&#039;&#039; Machine Gun.&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 HMG, can fire at targets in squadsight range (Normal + 5 tiles). Since this is always going to be a fire without moving due to HMG 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 neutralise your defensive position.&lt;br /&gt;
&lt;br /&gt;
Finally, you can use the increased range Danger Zone Shredder Suppression to offer support to offensive moves.&lt;br /&gt;
&lt;br /&gt;
Specialising in Overwatch, it&#039;s effectiveness drops off in the Late game when more specialised 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;
== Sample Builds ==&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;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - 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;
&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;
==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>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=59482</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=59482"/>
		<updated>2014-09-08T20:26:12Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: Rewrite of opening paragraphs; addition of first 2 headings. Removed Rewrite tag. Need experienced user to check my work &amp;amp; rollback if necessary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 50% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; ((Scientists X Days)) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 150 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 430 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod) &amp;lt;br/&amp;gt; Illuminator Gunsight (Equipment - requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 320 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 560 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 950 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources ||  || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 620 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || &amp;gt;600 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 30x Elerium &amp;lt;br/&amp;gt; 15x Alloys || || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 3x Weapon Fragments &amp;lt;br/&amp;gt; 6x Sectoid Corpses || 210 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture || Outsider Shard || 620 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || || Hyperwave Relay (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || ||  || Psi Inspiration (Gene Mod) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry ||  || 250 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 25 Elerium &amp;lt;br/&amp;gt; 20 Alloys &amp;lt;br/&amp;gt; 40x Weapon Fragments || Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 25x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 40x Weapon Fragments|| Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 870 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons || || Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || || Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || || Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons ||Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || &amp;gt;1000 || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || || || Blaster Launcher (Equipment - Weapon) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 10 Alloys || 250 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 12 Alloys || 620 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 15 Alloys || || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 25x Elerium &amp;lt;br/&amp;gt; 25x Alloys || || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || ?x/10x/10x/10x corpse || 130 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || ?x/10x/10x/10x corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || ?x corpse ||  || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 200 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 130  || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || ?x corpse ||  || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Corpses || 280 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 340 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse ||  || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x corpse ||  || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || ?x corpse ||  || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse ||  || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x corpse ||  || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || ?x corpse ||  || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse ||  || Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture ||  || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture ||  || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture ||  || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture ||  || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture ||  || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture ||  || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture ||  || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture ||  || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_6:_R%26D_DLC_(Bureau)&amp;diff=59481</id>
		<title>Hangar 6: R&amp;D DLC (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_6:_R%26D_DLC_(Bureau)&amp;diff=59481"/>
		<updated>2014-09-08T19:57:25Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: Fixed Typo (Gruntss -&amp;gt; Grunts)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:DLC (Bureau)&lt;br /&gt;
|picture = [[File:Hangar 6 R&amp;amp;D Cover (Bureau).png|100px]]&lt;br /&gt;
|usprice = 4.99&lt;br /&gt;
|ukprice = 3.39&lt;br /&gt;
|size = 1.07 GB&lt;br /&gt;
}}Hangar6: R&amp;amp;D is a DLC for the [[The Bureau: XCOM Declassified]]. [http://marketplace.xbox.com/en-US/Product/Hangar-6-R-D/28da4653-8a58-411f-bba0-f4ebfb5942ea]. It is a $4.99 download on the Xbox 360 and £3.39 in the UK and was released on the 8th of November 2013.&lt;br /&gt;
&lt;br /&gt;
It also comes with seven new [[Achievements (Bureau)#Hanger 6: R&amp;amp;D|Achievements]], bringing the total up to 41.&lt;br /&gt;
==Description==&lt;br /&gt;
{{Ref Open | title = Xbox Store Description}}&lt;br /&gt;
&#039;&#039;In the days leading up to the events of The Bureau: XCOM Declassified, Agent Nico DaSilva volunteers for a series of dangerous secret experiments to identify and treat a terrifying new pathogen. Maximize your combat skills and push your team to its limits to protect a friend from his own hallucinated terrors.&#039;&#039;&lt;br /&gt;
{{Ref Close | source = [http://marketplace.xbox.com/en-US/Product/Hangar-6-R-D/28da4653-8a58-411f-bba0-f4ebfb5942ea Xbox Store]}}&lt;br /&gt;
==Plot==&lt;br /&gt;
[[Nico DaSilva (Bureau)|DaSilva]] and [[Heinrich Dresner (Bureau)|Dr. Heinrich]] walk through the base talking about DaSilva&#039;s resent Missions and the infection that has been plaguing some areas.&lt;br /&gt;
&lt;br /&gt;
He is then asked to Psychically connect to [[Agent Donovan (Bureau)|Agent Donovan]] who had become infected, for which he agrees.&lt;br /&gt;
&lt;br /&gt;
As you progress, all Packs and most new weapons will be first picked up (thus, unlocked) in the Control Room. This tech will be listed at the top of each mission section, so pick them up before choosing your  agents &amp;amp; equipment and heading down. Exceptions will be noted within the mission descriptions. The missions and the battle area are much smaller than in the main game: combat will often be in close-quarters, and you will not level by aliens killed but by storyline progression. Keep this in mind with your equipment and ability choices. Compass directions assume the side you come in from (elevator) is south.&lt;br /&gt;
&lt;br /&gt;
===Test 1===&lt;br /&gt;
Tech: Endurance Pack&lt;br /&gt;
&lt;br /&gt;
The first trial begins with DaSilva battling the Infection&#039;s Defense which takes the form of [[Sectoid (Bureau)|Sectoids]], [[Outsider (Bureau)|Outsider grunts]], a [[Muton (Bureau)|Muton]] and other Outsider aliens. The area appears to be that of a forest campground, with four different Computer Panels, one in the middle in a mini-cabin and fences, then to the north (a trailer home), west (benches, tables, &amp;amp; a fireplace), and east (two trailers).&lt;br /&gt;
&lt;br /&gt;
Hit the central panel, and the first wave will come from the north: Sectoids and a Rocket Sniper.&lt;br /&gt;
&lt;br /&gt;
Hit the north panel: you&#039;ll now face south, and Sectoids and Grunts will appear from the mini-cabin: you can take out most with your detonation pack. Kill enough, and a second wave will come from the west (to your &#039;&#039;right&#039;&#039;, if facing south), with an Elite and a Phantom.&lt;br /&gt;
&lt;br /&gt;
Hit the west panel. Sectoids and grunts from the cabin, and a few more from the far-east, who may not push forward. Head to the center area anyways before killing the last one. Second wave includes a Shield Commander.&lt;br /&gt;
&lt;br /&gt;
Approach the east panel-- and a Muton will come up out of the ground. You&#039;ll need room, so fall back and hit him from a range: lead it around the area to keep the cabin between you two, and you&#039;ll be safe while you reload ammo and abilities.&lt;br /&gt;
&lt;br /&gt;
===Test 2===&lt;br /&gt;
Tech: Reaper Pack &lt;br /&gt;
&lt;br /&gt;
The area is a corridor that resembles a suburban area. Benches to the left, a 1-story house to the right, and a two-story house with a balcony to the north, and a car in the center. There are dummies scattered around. Near the one highlighted at the start is an AK-47.&lt;br /&gt;
&lt;br /&gt;
The Second Trial begins with DaSilva finding a dummy that represents Agent Donovan, after which he are attacked by Outsiders, with an Elite and two Tech Commanders.&lt;br /&gt;
&lt;br /&gt;
Donovan&#039;s voice rings out through the area and DaSliva ia alerted to another dummy by a car in the middle of the area. After approaching said Dummy he is assaulted by more Outsiders coming from Drop Pods, with [[Minion Commander (Bureau)|Minion Commanders]], who may unleash [[Drone (Bureau)|Drones]] and [[Advanced Drone (Bureau)|Advanced Drones]]. It&#039;s very easy to get flanked here if you try to push forward over the ledge.&lt;br /&gt;
&lt;br /&gt;
A third dummy (which looks like Slenderman...) is the located on the balcony of the nearby building, after which a Muton, two Drones, an Advanced Drone, a Tech Commander, and a Minion Commander come out of the garden below (near where the second Drop Pod appeared). If you get close, you may be able to catch both Commanders and the Muton in explosives.&lt;br /&gt;
&lt;br /&gt;
===Test 3===&lt;br /&gt;
Tech: Blast Protection Pack&lt;br /&gt;
&lt;br /&gt;
The third test begins with DaSilva and his squad walking through a college campus, with a gazebo in the south and a clock tower building in the north. The park-like area throughout has many winding paths, making it easy to flank and be flanked.&lt;br /&gt;
&lt;br /&gt;
Sectoids and Outsiders (including two Psion Commanders) are idling just beyond the starting location. While at first DaSilva is talking to Dresner, after some static, [[Axis (Bureau)|Axis]] welcomes DaSilva to [[Mosaic (Bureau)|Mosaic]] before talking about helping with the pain he is in. &lt;br /&gt;
&lt;br /&gt;
A [[Sectopod (Bureau)|Sectopod]] is dropped in once the first group have been dealt with along with drones: take them out so they can&#039;t heal the Sectopod. [[Phantom (Bureau)|Phantoms]] will also come in from a Drop Pod in the northwest. As with the Muton, keeping your distance and using walls to block off line-of-sight with the Sectopod entirely will let you deal with it later.&lt;br /&gt;
&lt;br /&gt;
Two Mutons then spawn when a Drop Pod lands near the clock tower building, and begin to attack DaSilva and Squad while Axis continues to try to convince DaSilva to join Mosaic. Some Sectoids and grunts will appear from the building itself.&lt;br /&gt;
&lt;br /&gt;
Once DaSilva has dealt with the Mutons and accompanying Outsiders, Axis will begin talking about no more fear while a Minion Commander, his drones, and a Sectopod use a drop pod near the gazebo, shortly followed by Phantoms from a second pod a little north-west of them.&lt;br /&gt;
&lt;br /&gt;
DaSilva orders the test ends so that he may be with Dresner in order to discuss Mosaic.&lt;br /&gt;
&lt;br /&gt;
===Test 4===&lt;br /&gt;
Tech: Microwave Gun, Stabilization Assistance Pack&lt;br /&gt;
&lt;br /&gt;
The arena is based on the suburban area from Test 2, with a few changes in smaller structures.&lt;br /&gt;
&lt;br /&gt;
Using a Proxy, Dresner believes that they may be able to observe Mosaic&#039;s intentions without any of the defenses. Almost instantly after entering onto Donovan&#039;s Street, DaSilva and co. are attacked by Outsiders and an [[Outsider Elite (Bureau)|Outsider Elite]]. More Outsider Elites, a Tech Commander and a [[Gun Turret (Bureau)|Gun Turret]] show up as the squad make their way down the street. You&#039;ll have a break you can load up with while a prompt to rescue a Proxy up on the balcony of the northen building appears.&lt;br /&gt;
&lt;br /&gt;
Once the Proxy is activated DaSilva is instructed to bring the Proxy back to the lab, and so he and his squad begin to fight their way back up the street towards where they started, fighting a Muton, Sectoids, Phantoms, Elite Phantoms, Outsider Elites, and a Psion Commander as they attempt to get back to safety with the Proxy.&lt;br /&gt;
&lt;br /&gt;
Mosaic warns DaSilva against Interfering and Dresner theorizes that they could disconnect Mosaic from all the [[Sleepwalkers (Bureau)|Infected]] if they force enough energy towards him from Donovan.&lt;br /&gt;
&lt;br /&gt;
===Test 5===&lt;br /&gt;
Tech: Armor Piercer Pack, Shield Disruptor Pack&lt;br /&gt;
&lt;br /&gt;
The hangar is staged to look like a missile silo (after DaSilva hallucinates a giant alien statue (from the main game&#039;s car dealership) transforming into one of the prop missiles), after which he is asked by Axis why he continues when he has no chance of winning. His initial welcoming party consists mostly of Sectoids popping out from said missile and Outsiders (and two Rocket Snipers on the north staircase) from the walkways above him. On the south end of the second floor, there are two elevators: a Minion Elite and Sectoids will appear from the east one, and grunts and a Muton from the west one, so you should make your way to the second floor when you can-- but be aware that grunts and Sectoids will appear from the second-floor doors in the north, as well. &lt;br /&gt;
&lt;br /&gt;
DaSilva presses the first button on the second floor to release the energy backlash into Mosaic, and then must fight his way through the aliens in order to clear the area. Two Phantoms will attempt to flank from the second-floor door in the west while Elites, grunts and Sectoids continue to pour in from the north doors. When done, another break while prompted to send the second signal from a console on the ground floor.&lt;br /&gt;
&lt;br /&gt;
Pressing the second button on the ground floor spawns grunts and a Minion Elite, Phantoms, and grunts. There is a brief lull after defeating them before two Minion Elites come out of the second floor northern doors, two grunts from the west door, then two last Minion Elites from the northern doors again. The mission ends, Mosaic admitting it has underestimated you.&lt;br /&gt;
&lt;br /&gt;
===Test 6===&lt;br /&gt;
Tech: Range Enhancer Pack&lt;br /&gt;
&lt;br /&gt;
DaSilva enters into a drive in theater where he is informed that he must start up the movie due to the signal needed to be sent towards Mosaic is hidden within the film. Entrance is from the side this time, so assume that the screen itself is on the north, with the concession stand and projector in the center of the area, and a bathroom building on the west side. You might want to take some time to scatter some explosive packs, and mines if you brought an engineer.&lt;br /&gt;
&lt;br /&gt;
Once he has started the film, Outsiders will begin jumping out of the screen in an attempt to defend the link, including a Muton in the northwest. Once that wave is clear, two more Mutons (one of them an Elite) and some Sectoids and drones will spawn near the concession stand. Hit the drones first so they can&#039;t heal the Mutons. As before, retreating to draw them into explosives and getting out of sight is key to survival.&lt;br /&gt;
&lt;br /&gt;
You will now receive the whole set of the Laser weapons.&lt;br /&gt;
&lt;br /&gt;
===Hangar Invasion===&lt;br /&gt;
Tech: Tactical Focus Pack, Pulse Laser Rifle&lt;br /&gt;
&lt;br /&gt;
The test begins with DaSilva returning into the drive in theater where he is met by a popcorn dancing video and [[Muton Elite (Bureau)|Muton Elite]] crashing through the screen, as well as multiple drop pods. Meanwhile Dresner attempts to tell DaSilva that they are real and that it is not a test. The mission starts with the Elite fairly close to you, so get out of there, fast! A Recon&#039;s bombardment can take out a drop pod and ding the Muton, followed by a decoy to distract all the aliens surrounding you, perhaps placed near the other drop pod, since all aliens currently on the field have melee attacks. Toss a few grenades at the other drop pod, especially if the decoy has lured the Muton to it.  Eventually, another drop pod will land not far from your starting point: use a few more grenades to take it out (and maybe the Elites that come with it). If it feels like you should take cover under the screen, grab the Sticky Grenades that are along the floor along the way (or whenever you get the opportunity to take them).&lt;br /&gt;
&lt;br /&gt;
After all the initial enemies are dealt with, A Sectopod drops in with a squad of Sectoids from the southeast of the concession stand. Putting your new Sticky Grenades right on the canopy will take it right off along with a good chunk of it&#039;s health.&lt;br /&gt;
&lt;br /&gt;
Dresner reports that they need to evacuate now. You now get of the Plasma set: Heavy Pistol, Sniper Rifle, Assault Cannon, Rotary Cannon.&lt;br /&gt;
&lt;br /&gt;
===Hangar Defense===&lt;br /&gt;
Tech: Quick Charge Pack, Heavy Plasma Pistol&lt;br /&gt;
&lt;br /&gt;
The area is somewhat like the Silo, but vastly different format: a corridor that you must work your way through and get to the opposite side.&lt;br /&gt;
&lt;br /&gt;
Nico and his squad agree to stay behind and defend the hangar while everyone else is evacuated. Nico and his squad sneak up and attack a bunch of Outsiders before more teleport in using the drop pod: a Muton is with them, along with a Minion Elite and some separately-spawned drones. After they are all dead, head to a door leading to the Missile Control Area and more Outsiders, mostly Elites, this time aware of his presence. A drop pod with a Minion Elite and others will land on the second floor, so don&#039;t go down yet&lt;br /&gt;
&lt;br /&gt;
The next switch is on the lower level next to the Blaster Launcher, and after Nico has pressed it, even more Outsiders swarm into the room from the large hangar doors way down the way. Once the remaining aliens are defeated, the events of [[Groom Range (Bureau)|Groom Range]] are revealed by Dresner to Nico.&lt;br /&gt;
&lt;br /&gt;
After speaking the Dresner and getting an update on Groom Range and a [[William Carter (Bureau)|New Recruit]], Nico heads back into the hangar to finish off the remaining hostiles and ensure escape to [[The Bureau HQ (Bureau)|Base]].&lt;br /&gt;
&lt;br /&gt;
After exiting the lift, DaSilva walks towards the entrance of a shooting range to hold of the remaining invaders, giving Dresner and the others enough time to evacuate. After dealing with all the drop pods that drop around him DaSilva moves up the hangar before being met by a [[Heavy Sectopod (Bureau)|Sectopod wielding a Blaster launcher]], with another dropping moments later. Once all the Outsiders are killed as well as the two Sectopods, another two will drop supplemented by a couple of drones.&lt;br /&gt;
&lt;br /&gt;
===Evacuation===&lt;br /&gt;
Tech: Guardian Pack&lt;br /&gt;
&lt;br /&gt;
The arena is the &#039;campus&#039; set, with some alterations.&lt;br /&gt;
&lt;br /&gt;
Nico enters from the clock tower facade this time: two grunts are right in front. Take them out, and a drop pod lands in the center path, with several high-ranking Zudjari, including a Minion Elite. Take them and the pod out, and another similar pod will land closer to the gazebo. Then two pods will rapidly drop near the clock tower, both similarly mixed. Then a pod spawning a Heavy Sectopod and a Drone with fall both to the left of the Gazebo and near the two clocktower Drop Pods. When you beat one of the, a third will land to the right of the Gazebo.&lt;br /&gt;
&lt;br /&gt;
===Final Test===&lt;br /&gt;
Tech: Gunner Pack, Lightning Cannon&lt;br /&gt;
&lt;br /&gt;
The area is the camp ground, like in the first test, but heavily damaged, and shipping containers instead of trailers on the north and east. &lt;br /&gt;
&lt;br /&gt;
Nico and Dresner discuss a plan to disconnect all the infected from Mosaic, warning each other that it is a bad idea. Head straight towards the middle of the hangar where a switch lies in a small hut. Lay any explosive packs you wish, mines if you decided on an engineer, ect. Then press the button in the mini-cabin. &lt;br /&gt;
&lt;br /&gt;
First is a drop pod in the North section, Sectoids, grunts, and Elite Snipers. Next Drop Pod is on the west (picnic tables), with a Minion Elite. Next is from the south, with Phantoms and a Tech Commander-- before you finish, the East pod may drop, so watch out. When they are nearly all dead, a Muton will spawn in the south, and finally, the Elite Muton in the northeast.&lt;br /&gt;
&lt;br /&gt;
Nico and Dresner then escape to The Bureau&#039;s Base.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The Hangar Defense part of the campaign happens concurrently with the first level of the main campaign.&lt;br /&gt;
*The No One Left Behind Achievement for having no agents bleed out and die can be achieved in this campaign.&lt;br /&gt;
===Achievements===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind Blown_(Bureau).jpg]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Mind Blown&lt;br /&gt;
| Destroy 60 enemies with DaSilva&#039;s Demo Charges within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conscientious Objector_(Bureau).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Conscientious Objector&lt;br /&gt;
| Beat Hangar 6 R&amp;amp;D without firing any alien weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Only use conventional weapons (Sticky Grenades may or may not nerf this Achievement), Sectopods and Mutons are now a lot tougher.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Know Your Groceries_(Bureau).jpg]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Know Your Groceries&lt;br /&gt;
| Take a level 5 agent of every class into the field within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Agents start at level 3 and it takes 2 missions for them to level up to 5.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Only a Man_(Bureau).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Only a Man&lt;br /&gt;
| Complete DaSilva&#039;s perk tree without choosing Lift, Drone, or Mind Control&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Extremely Limited. You only have access to Nico&#039;s charges and heal&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conduit Connection_(Bureau).jpg]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Conduit Connection&lt;br /&gt;
| Complete the first trial in Hangar 01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Storyline, unmissable&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drive Through_(Bureau).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Drive Through&lt;br /&gt;
| Trigger the Invasion of Hangar 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Storyline, unmissable&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Its In The Air_(Bureau).jpg]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Its in the Air&lt;br /&gt;
| Defeat the Hangar 6 R&amp;amp;D Invaders&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Storyline, unmissable&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bureau (2013)]][[Category:DLC (Bureau)]]&lt;/div&gt;</summary>
		<author><name>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Genetics_Lab_(Long_War)&amp;diff=59480</id>
		<title>Genetics Lab (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Genetics_Lab_(Long_War)&amp;diff=59480"/>
		<updated>2014-09-08T19:41:33Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: Added basic info &amp;amp; removed Stub template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=&lt;br /&gt;
|manpower=&lt;br /&gt;
|costs=200&lt;br /&gt;
|quicklycosts=300, 10 meld&lt;br /&gt;
|power=4&lt;br /&gt;
|maintenance=30&lt;br /&gt;
|build time=21&lt;br /&gt;
|quickly build time=11&lt;br /&gt;
|provides=&lt;br /&gt;
|adjacency=&lt;br /&gt;
|}}&lt;br /&gt;
Much the same as Vanilla, this facility is required for applying [[Gene Mods (Long War)|Gene Mods]] to your soldiers via the Research menu tab. See that page for information on the mods themselves.&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Eggman202</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=59479</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=59479"/>
		<updated>2014-09-08T19:05:47Z</updated>

		<summary type="html">&lt;p&gt;Eggman202: /* Terror */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens research if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].&lt;br /&gt;
&lt;br /&gt;
==Terror==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; (Verified 09/2014) will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]].&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your base and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defence]] mission. The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Eggman202</name></author>
	</entry>
</feed>