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		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=116244</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=116244"/>
		<updated>2023-10-10T11:45:00Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Rapid Fire (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Ready For Anything (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+4-12 | rank1-mob=+0.6 | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+0-2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+7-23 | mobtotal=+0.6 | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+8 | rank1-mob=+0.6 | rank1-will=+6&lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+1 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+15 | mobtotal=+0.6 | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This straightforward build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Ready for Anything&#039;&#039; to bring reliable reaction fire to the field. &#039;&#039;Ready for Anything&#039;&#039; grants free Overwatching as long as the Medic does not move and increases the stagger chance of all reaction fire. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to &#039;&#039;Impact&#039;&#039; or &#039;&#039;Ranger&#039;&#039;. The inherent utility of &#039;&#039;Field Medic&#039;&#039; is a boon to the squad during downtimes or even in combat if teammates can stay close so the Medic doesn&#039;t have to move to heal them.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Ready for Anything -&amp;gt; Any -&amp;gt; Savior -&amp;gt; Any -&amp;gt; Extra Conditioning or Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ready For Anything (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items. Ready For Anything lets you use a Psi ability while still Overwatching as well.&lt;br /&gt;
* The SGT perk you choose significantly affects how you&#039;ll want to use your Medic:&lt;br /&gt;
** &#039;&#039;Impact&#039;&#039; is likely the default choice, as it&#039;s a solid damage increase against aliens.&lt;br /&gt;
** &#039;&#039;Ranger&#039;&#039; is a very general increase in effectiveness, but also makes your secondary much more effective, opening up the option to take a riskier primary such as an Arc Rifle or Shotgun.&lt;br /&gt;
** &#039;&#039;Pistolero&#039;&#039; essentially functions like an even higher risk Run and Gun assault, dashing into enemies to utilize &#039;&#039;Opportunist&#039;&#039; shots with a pistol.&lt;br /&gt;
* The GSGT perk is also very flexible:&lt;br /&gt;
** &#039;&#039;Grit&#039;&#039; increases the Medic&#039;s survivability by a lot and can create an effective offtank with platings and Psi Defender.&lt;br /&gt;
** &#039;&#039;Bring &#039;Em On&#039;&#039; is a generic damage boost and survivability boost, which is always appreciated.&lt;br /&gt;
** &#039;&#039;Shadowstep&#039;&#039; gives you more flexibility to move if pinned by opposing Overwatch, and gives you extra crit for your manually activated Overwatch afterwards.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Impact or Ranger -&amp;gt; Savior -&amp;gt; Grit or Shadowstep -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Impact&#039;&#039; can be picked over &#039;&#039;Ranger&#039;&#039; for a more offensive presence and the ability to break OW after smoking.&lt;br /&gt;
* &#039;&#039;Smoke And Mirrors&#039;&#039; and &#039;&#039;Shadowstep&#039;&#039; allow complete immunity to reaction fire as far as this build is concerned (but you will still get shot if using Medikits!).&lt;br /&gt;
* &#039;&#039;Grit&#039;&#039; can create a potent offtank if paired with a plating or Psi Defender.&lt;br /&gt;
* A good candidate for psi training for even more support options.&lt;br /&gt;
* Also works well as an Officer, due to the stats and added support potential.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. &#039;&#039;Rapid Fire&#039;&#039; gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Rapid Fire -&amp;gt; Pistolero or Ranger -&amp;gt; Savior -&amp;gt; Grit -&amp;gt; Extra Conditioning or Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Pistolero&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are both offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Rapid Fire Arc Rifles are quite powerful for busting mechs, but cannot be employed until Elerium Batteries is acquired due to the lack of ammo.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=112717</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=112717"/>
		<updated>2022-12-15T21:50:48Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Corrosion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the square of % of armor HP lost is equal to the % of base DR removed. &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stack multiplicatively with other forms of DR to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple non-blueshirt soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn affects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reload if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +100 aim), and after done, will still be enraged with 2APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;respirator implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10 x [Max_Base_HP - Overkill_Damage]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time his health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
 If the bleeding out soldier has a medikit, another soldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other soldiers scale heights by boosting adjacent soldiers.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a soldier, hunker two units adjacent to him on other side.  The soldier must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will have 1 AP left to act with (regardless of how much AP the soldier started with).&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1150px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim, +1 penetration to all attacks, +20% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; bonus.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Disables &#039;&#039;&#039;[[Abilities_List_(LWR)#Reactive_Targeting_Sensors|Reactive Targeting Sensors]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 3) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; perk increases the chance to apply concussive blast through explosives:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ HEAT Warheads (LWR) | text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 1 + 20% of armor HP at start of turn, -20% aim, -20% mobility, and -50% range for AoE attacks; lasts 4 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The only way to remove corrosion is through the use of a medikit. SHIVs and MEC troopers cannot have corrosion removed from them before it expires unless they are equipped with Alloy Carbide Plating or Core Plating; in which case corrosion duration will always be set to a single turn.&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both AP points to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it&#039;s mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all soldiers. It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the soldier as he/she defuses the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 Cancels overwatch and suppression, -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple non-blueshirt soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude then an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative an enemy&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
A ELW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 8.6, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors gain the grapple ability. Using the Grapple requires to unit to have 2 AP, costs 1 AP, and can propel the soldier up to 15 tiles. Each armor with the grapple ability grants unlimited uses during a battle.&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes (Advanced Perception, Brawler, Body Shield, Ever Vigilant), some melee attacks into grazes (Brawler, Chitin Plating), and some any damage into grazes (Combat Readiness, Repulsor Plating).&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as he/she hacks the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM unit&#039;s turn, there is a 10% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share the similarity in that:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
3) They grant +30% crit&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on action&lt;br /&gt;
&lt;br /&gt;
 Concealment (Scout) = Concealed: reveals at beginning of turn, on being flanked, on non-movement actions, and on movement actions that are dashed, not to heavy cover, or in vision of enemies&lt;br /&gt;
&lt;br /&gt;
 Ghost Mode (Ghost Armor) = Ghosted: reveals at beginning of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on actions&lt;br /&gt;
&lt;br /&gt;
 Sneaking (Sneak Mode) = Sneaking: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Sneak Mode|&#039;&#039;&#039;Sneak Mode&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Revealing will trigger any inactivated enemy pods in sight.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been hit by a primary weapon (not during reaction fire) with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +20 will and +1.3 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30 defense, +30 will against psi attacks, +30% DR, and immunity to critical hits. Reduces sight radius to 0. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to NOT be &#039;&#039;&#039;idle&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1390px;&amp;quot;&amp;gt;&lt;br /&gt;
 Being suppressed, suppressing, stunned, maimed, steadying, overwatching, panicking, strangling, being strangled, hunkering, being in One For All, orbital raying, psychic storming, hiding, being critically wounded&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -100% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit)) ;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All sidearms have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets under 50% HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to have a chance to disorient mechanical units equal to the percent of total HP they lost.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch. The eye will be teal for XCOM.&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have an 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 4 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health (30 will test)&lt;br /&gt;
*A squad mate in vision panics (0 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after damage resistance is calculated, for every 1 point of penetration the damage is increased by 1 and the damage resistance is decreased by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment. As well, for every 10 damage dealt to a target, an extra penetration is added.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage_(LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pin Point Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
== Prepared ==&lt;br /&gt;
&lt;br /&gt;
On Impossible difficulty, when an active non-melee alien unit that has already seen XCOM starts it&#039;s turn with no XCOM units in sight and XCOM cannot see it, it spends time preparing and gains the buff &#039;&#039;&#039;Prepared&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 850px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2.6 mobility, +20 aim, +2 penetration to all attacks, and +40% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance until their next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As well, some [[Other_Abilities_(LWR)#Prepared_2|&#039;&#039;&#039;single pod activations&#039;&#039;&#039;]] may also grant aliens &#039;&#039;&#039;Prepared&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Quick Load ==&lt;br /&gt;
&lt;br /&gt;
Pistols have the ability &#039;&#039;&#039;Quick Load&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
 Reloading this weapon costs only 1 AP.&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 200px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Steady Weapon, Reload, Hunker Down, One For All&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppression reaction fire will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (concealed, stealthed, shadowed, ghosted, or cloaked).&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces aim, will, melee damage, throw range, rocket accuracy, and mobility by half the percent of base health lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off-Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;.  All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
===Prepared===&lt;br /&gt;
&lt;br /&gt;
 A single pod activation may be [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] which may give some of the non-melee pod members the [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] buff&lt;br /&gt;
&lt;br /&gt;
The chance for each non-melee alien unit in the pod be [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with &amp;gt;0 aliens active]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 10%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 35% &amp;lt;br&amp;gt;[10% for 1 alien active]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100%&amp;lt;br&amp;gt;[35% for 1 alien active]&amp;lt;br&amp;gt;[10% for 2 aliens active]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Off-Guard===&lt;br /&gt;
 If there are 3 or more already active enemies, new pods revealed have a 10% chance per already active enemy to be caught &#039;&#039;&#039;Off-Guard&#039;&#039;&#039; and not be able to &#039;&#039;&#039;Scamper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off-Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
===Unprepared===&lt;br /&gt;
 If a pod is &#039;&#039;&#039;Off-Guard&#039;&#039;&#039; and there are 6 or more already active enemies, each already active enemy at 6 or over grants a 15% chance for the enemy pod to be &#039;&#039;&#039;Unprepared&#039;&#039;&#039; where they also start with no ammo.  &lt;br /&gt;
&lt;br /&gt;
An exception to this is Melee Alien (Zombies, Chryssalids, Berserkers) which can never be Off-Guard or unprepared.&lt;br /&gt;
&lt;br /&gt;
For example, if you are engaged with 8 enemies and activate a new pod, the new pod will have an 80% chance to be &#039;&#039;&#039;Off-Guard&#039;&#039;&#039; and then IF they are &#039;&#039;&#039;Off-Guard&#039;&#039;&#039; they will have another 45% chance to be &#039;&#039;&#039;Unprepared&#039;&#039;&#039; (for a total chance of being unprepared of 36%).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). If XCOM has only 1 active soldier remaining they will lose the ability to scamper.&lt;br /&gt;
&lt;br /&gt;
== Shaken ==&lt;br /&gt;
&lt;br /&gt;
Every soldier that dies &#039;&#039;&#039;Shaken&#039;&#039;&#039;s the remaining soldiers, lowering their will by 5 for each death witnessed. Psi Inspiration can clear this effect.&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that additional shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;, so damage resistance &#039;&#039;does not&#039;&#039; modify the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Rifle): shreds Sectoids, Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds robotic enemies only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): only shreds flying aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed, steadying, suppressing, or overwatching. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics. As well, being in smoke prevents being hit by &#039;&#039;&#039;[[Abilities_List_(LWR)#Countercharge|Countercharge]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed/steadied/suppressing/overwatching, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sneak Mode ==&lt;br /&gt;
&lt;br /&gt;
When all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, those aliens may enter &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; is where idle aliens that can use cover have a chance to become hidden (except for mutons, they are too big).&lt;br /&gt;
&lt;br /&gt;
 The chance to become hidden during sneak mode is based on difficulty: Easy = 0%, Classic = 10%, Brutal = 35%, Impossible = 100%&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all sneaking aliens will automatically stop sneaking. As well, any sneaking alien will gain the [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] buff.&lt;br /&gt;
&lt;br /&gt;
Aliens hidden during &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit&lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 10 tiles&lt;br /&gt;
* Have an XCOM unit see them within 2 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
Aliens hidden during &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; can also give audio clues as to their location to help XCOM find them.&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their max HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Damage Dealt / Target&#039;s Max HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs and their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (zombies, chryssalids, and muton berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Steadied shots taken at 2AP: Gain +70 aim and +2 penetration&lt;br /&gt;
 Steadied shots taken at 1AP: Gain +35 aim and +1 penetration&lt;br /&gt;
 Reduces rocket scatter by 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +1.3 mobility, +10 aim, +15 will, immunity to fatigued/exhausted, resists 50% of overpower, +20% DR; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun will never be 100%. The chance is higher if the target is lower in HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below half of their health will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
 Cannot use reaction fire, -35 aim, -35% mobility/ability range&lt;br /&gt;
&lt;br /&gt;
At the start of their turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 30% of the the regular shot damage from the suppressing unit (minimum of 1 damage). If the unit has &#039;&#039;&#039;Shredder&#039;&#039;&#039; the shred applied is quintupled.&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106364</id>
		<title>Marauder (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106364"/>
		<updated>2022-02-21T00:53:04Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Marauder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Marauder&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Infantry&#039;&#039;&#039; classes. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Onslaught (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Sentry (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2= {{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Jetboot Module (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Repulsor Plating (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Sharpshooter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=+1.3 | rank1-will=-&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=+1.3 | rank1-will=- &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+10 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Close Quarters Tank Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to maximize the tanking capabilities of the Marauder to enter deep into ennemy lines, surgically strike a target with &#039;&#039;Onslaught&#039;&#039;, and disrupt AI positionning with flanking and/or using flamethrower. It shines most on close quarter maps (abductions, terrors and exalt missions) as the Marauder&#039;s tanking perks rely on being close to danger to be effective.&lt;br /&gt;
&lt;br /&gt;
Sample Close Combat Tank Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fortified -&amp;gt; Brawler -&amp;gt; Jetboot Module -&amp;gt; Repulsor Plating -&amp;gt; Repair Servos -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fortified (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Incinerator Module, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* You will sadly have to shoot sometimes instead of punch, repair servos could be dropped for one of the more offensive perk but it cuts into the tanking capabilities.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. It is mostly a trade-off between mobility and reliable tanking ability.&lt;br /&gt;
&lt;br /&gt;
===CCS Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make use of &#039;&#039;Close Combat Specialist&#039;&#039; boosted by &#039;&#039;Impact&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to deliver devastating and disruptive reaction fire at close range. Ideally the Marauder can run up to a group of ennemies, punch a high value target with &#039;&#039;Onslaught&#039;&#039;, then use CCS to its full effect on the ennemy turn. Besides &#039;&#039;Repulsor Plating&#039;&#039; and the Mech suit inherent durability, this build has no other tanking capabilities. While very rewarding when used effectively keep in mind that poor positionning may quickly result in a dead Marauder.   &lt;br /&gt;
&lt;br /&gt;
Sample CCS Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Close Combat Specialist -&amp;gt; Impact or Brawler-&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Repulsor Plating -&amp;gt; Bring &#039;Em On -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating, Ammo Module&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*For added tanking capabilities, Impact could be switched out for Brawler at the cost of halved stagger chance.&lt;br /&gt;
*Opportunist will allow beefy crits while unloading with Close Combat Specialist. Lock N&#039; Load grants more offensive uptime and is essentially a mobility boost as you can dash and reload into ennemy lines for another round of reaction shots.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Keep in mind that without Jetboot module, this Marauder build will be quite slow in Heavy exoskeleton.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make the Marauder more of a tanky mid-range fighter thanks to the combo of &#039;&#039;Sentry&#039;&#039; and &#039;&#039;Reactive Targeting Sensors&#039;&#039;. When fired upon, this Marauder will first shoot the agressor with the first shot of Sentry and shrug off the incoming hit thanks to the 50% DR provided. &#039;&#039;Reactive Targeting Sensors&#039;&#039; will then trigger and deliver a second shot before finally putting the Marauder into &#039;&#039;One for All&#039;&#039; to face other eventual incoming shots. While this build is less reliant on being close to be effective at tanking and shooting it still suffers from middling aim (70 - 75) and thus still enjoys being close to ennemies to get a much needed aim boost and of course to use &#039;&#039;Onslaught&#039;&#039; more reliably.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentry -&amp;gt; Reactive Targeting Sensors -&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Repulsor Plating -&amp;gt; Bring &#039;Em On or Sharpshooter -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentry (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Ammo Module, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Opportunist is better for raw damage to boost Sentry reaction shots and allow the RTS shot to crit. Lock N&#039; Load will result in less upfront damage but less downtime as you don t need to skip a turn to reload.&lt;br /&gt;
*Bring &#039;Em On will provide more damage. Sharpshooter will fix the middling aim of the Marauder when fighting biologicals&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Mobility is a bit less important on this build so a Heavy exoskeleton might be preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106363</id>
		<title>Marauder (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106363"/>
		<updated>2022-02-21T00:52:32Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* CCS Marauder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Marauder&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Infantry&#039;&#039;&#039; classes. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Onslaught (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Sentry (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2= {{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Jetboot Module (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Repulsor Plating (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Sharpshooter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=+1.3 | rank1-will=-&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=+1.3 | rank1-will=- &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+10 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Close Quarters Tank Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to maximize the tanking capabilities of the Marauder to enter deep into ennemy lines, surgically strike a target with &#039;&#039;Onslaught&#039;&#039;, and disrupt AI positionning with flanking and/or using flamethrower. It shines most on close quarter maps (abductions, terrors and exalt missions) as the Marauder&#039;s tanking perks rely on being close to danger to be effective.&lt;br /&gt;
&lt;br /&gt;
Sample Close Combat Tank Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fortified -&amp;gt; Brawler -&amp;gt; Jetboot Module -&amp;gt; Repulsor Plating -&amp;gt; Repair Servos -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fortified (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Incinerator Module, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* You will sadly have to shoot sometimes instead of punch, repair servos could be dropped for one of the more offensive perk but it cuts into the tanking capabilities.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. It is mostly a trade-off between mobility and reliable tanking ability.&lt;br /&gt;
&lt;br /&gt;
===CCS Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make use of &#039;&#039;Close Combat Specialist&#039;&#039; boosted by &#039;&#039;Impact&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to deliver devastating and disruptive reaction fire at close range. Ideally the Marauder can run up to a group of ennemies, punch a high value target with &#039;&#039;Onslaught&#039;&#039;, then use CCS to its full effect on the ennemy turn. Besides &#039;&#039;Repulsor Plating&#039;&#039; and the Mech suit inherent durability, this build has no other tanking capabilities. While very rewarding when used effectively keep in mind that poor positionning may quickly result in a dead Marauder.   &lt;br /&gt;
&lt;br /&gt;
Sample CCS Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Close Combat Specialist -&amp;gt; Impact or Brawler-&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Repulsor Plating -&amp;gt; Bring &#039;Em On -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating, Ammo Module&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*For added tanking capabilities, Impact could be switched out for Brawler at the cost of halved stagger chance.&lt;br /&gt;
*Opportunist will allow beefy crits while unloading with Close Combat Specialist. Lock N&#039; Load grants more offensive uptime and is essentially a mobility boost as you can dash and reload into ennemy lines for another round of reaction shots.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Keep in mind that without Jetboot module, this Marauder build will be quite slow in Heavy exoskeleton.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make the Marauder more of a tanky mid-range fighter thanks to the combo of &#039;&#039;Sentry&#039;&#039; and &#039;&#039;Reactive Targeting Sensors&#039;&#039;. When fired upon, this Marauder will first shoot the agressor with the first shot of Sentry and shrug off the incoming hit thanks to the 50% DR provided. &#039;&#039;Reactive Targeting Sensors&#039;&#039; will then trigger and deliver a second shot before finally putting the Marauder into &#039;&#039;One for All&#039;&#039; to face other eventual incoming shots. While this build is less reliant on being close to be effective at tanking and shooting it still suffers from middling aim (70 - 75) and thus still enjoys being close to ennemies to get a much needed aim boost and of course to use &#039;&#039;Onslaught&#039;&#039; more reliably.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentry -&amp;gt; Reactive Targeting Sensors -&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Shock-Absorbent Armor -&amp;gt; Bring &#039;Em On or Sharpshooter -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentry (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock-Absorbent Armor (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Ammo Module, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Opportunist is better for raw damage to boost Sentry reaction shots and allow the RTS shot to crit. Lock N&#039; Load will result in less upfront damage but less downtime as you don t need to skip a turn to reload.&lt;br /&gt;
*Bring &#039;Em On will provide more damage. Sharpshooter will fix the middling aim of the Marauder when fighting biologicals&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Mobility is a bit less important on this build so a Heavy exoskeleton might be preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106362</id>
		<title>Marauder (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106362"/>
		<updated>2022-02-21T00:48:59Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* CCS Marauder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Marauder&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Infantry&#039;&#039;&#039; classes. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Onslaught (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Sentry (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2= {{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Jetboot Module (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Repulsor Plating (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Sharpshooter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=+1.3 | rank1-will=-&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=+1.3 | rank1-will=- &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+10 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Close Quarters Tank Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to maximize the tanking capabilities of the Marauder to enter deep into ennemy lines, surgically strike a target with &#039;&#039;Onslaught&#039;&#039;, and disrupt AI positionning with flanking and/or using flamethrower. It shines most on close quarter maps (abductions, terrors and exalt missions) as the Marauder&#039;s tanking perks rely on being close to danger to be effective.&lt;br /&gt;
&lt;br /&gt;
Sample Close Combat Tank Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fortified -&amp;gt; Brawler -&amp;gt; Jetboot Module -&amp;gt; Repulsor Plating -&amp;gt; Repair Servos -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fortified (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Incinerator Module, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* You will sadly have to shoot sometimes instead of punch, repair servos could be dropped for one of the more offensive perk but it cuts into the tanking capabilities.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. It is mostly a trade-off between mobility and reliable tanking ability.&lt;br /&gt;
&lt;br /&gt;
===CCS Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make use of &#039;&#039;Close Combat Specialist&#039;&#039; boosted by &#039;&#039;Impact&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to deliver devastating and disruptive reaction fire at close range. Ideally the Marauder can run up to a group of ennemies, punch a high value target with &#039;&#039;Onslaught&#039;&#039;, then use CCS to its full effect on the ennemy turn. Besides &#039;&#039;Repulsor Plating&#039;&#039; and the Mech suit inherent durability, this build has no other tanking capabilities. While very rewarding when used effectively keep in mind that poor positionning may quickly result in a dead Marauder.   &lt;br /&gt;
&lt;br /&gt;
Sample CCS Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Close Combat Specialist -&amp;gt; Impact or Brawler-&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Repulsor Plating -&amp;gt; Bring &#039;Em On -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating, Ammo Module&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*For added tanking capabilities, Impact could be switched out for Brawler at the cost of halved stagger chance.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Keep in mind that without Jetboot module, this Marauder build will be quite slow in Heavy exoskeleton.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make the Marauder more of a tanky mid-range fighter thanks to the combo of &#039;&#039;Sentry&#039;&#039; and &#039;&#039;Reactive Targeting Sensors&#039;&#039;. When fired upon, this Marauder will first shoot the agressor with the first shot of Sentry and shrug off the incoming hit thanks to the 50% DR provided. &#039;&#039;Reactive Targeting Sensors&#039;&#039; will then trigger and deliver a second shot before finally putting the Marauder into &#039;&#039;One for All&#039;&#039; to face other eventual incoming shots. While this build is less reliant on being close to be effective at tanking and shooting it still suffers from middling aim (70 - 75) and thus still enjoys being close to ennemies to get a much needed aim boost and of course to use &#039;&#039;Onslaught&#039;&#039; more reliably.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentry -&amp;gt; Reactive Targeting Sensors -&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Shock-Absorbent Armor -&amp;gt; Bring &#039;Em On or Sharpshooter -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentry (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock-Absorbent Armor (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Ammo Module, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Opportunist is better for raw damage to boost Sentry reaction shots and allow the RTS shot to crit. Lock N&#039; Load will result in less upfront damage but less downtime as you don t need to skip a turn to reload.&lt;br /&gt;
*Bring &#039;Em On will provide more damage. Sharpshooter will fix the middling aim of the Marauder when fighting biologicals&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Mobility is a bit less important on this build so a Heavy exoskeleton might be preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106361</id>
		<title>Marauder (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106361"/>
		<updated>2022-02-21T00:48:22Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* CCS Marauder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Marauder&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Infantry&#039;&#039;&#039; classes. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Onslaught (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Sentry (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2= {{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Jetboot Module (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Repulsor Plating (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Sharpshooter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=+1.3 | rank1-will=-&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=+1.3 | rank1-will=- &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+10 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Close Quarters Tank Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to maximize the tanking capabilities of the Marauder to enter deep into ennemy lines, surgically strike a target with &#039;&#039;Onslaught&#039;&#039;, and disrupt AI positionning with flanking and/or using flamethrower. It shines most on close quarter maps (abductions, terrors and exalt missions) as the Marauder&#039;s tanking perks rely on being close to danger to be effective.&lt;br /&gt;
&lt;br /&gt;
Sample Close Combat Tank Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fortified -&amp;gt; Brawler -&amp;gt; Jetboot Module -&amp;gt; Repulsor Plating -&amp;gt; Repair Servos -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fortified (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Incinerator Module, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* You will sadly have to shoot sometimes instead of punch, repair servos could be dropped for one of the more offensive perk but it cuts into the tanking capabilities.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. It is mostly a trade-off between mobility and reliable tanking ability.&lt;br /&gt;
&lt;br /&gt;
===CCS Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make use of &#039;&#039;Close Combat Specialist&#039;&#039; boosted by &#039;&#039;Impact&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to deliver devastating and disruptive reaction fire at close range. Ideally the Marauder can run up to a group of ennemies, punch a high value target with &#039;&#039;Onslaught&#039;&#039;, then use CCS to its full effect on the ennemy turn. Besides &#039;&#039;Repulsor Plating&#039;&#039; and the Mech suit inherent durability, this build has no other tanking capabilities. While very rewarding when used effectively keep in mind that poor positionning may quickly result in a dead Marauder.   &lt;br /&gt;
&lt;br /&gt;
Sample CCS Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Close Combat Specialist -&amp;gt; Impact-&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Repulsor Plating -&amp;gt; Bring &#039;Em On -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating, Ammo Module&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*For added tanking capabilities, Impact could be switched out for Brawler at the cost of halved stagger chance.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Keep in mind that without Jetboot module, this Marauder build will be quite slow in Heavy exoskeleton.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make the Marauder more of a tanky mid-range fighter thanks to the combo of &#039;&#039;Sentry&#039;&#039; and &#039;&#039;Reactive Targeting Sensors&#039;&#039;. When fired upon, this Marauder will first shoot the agressor with the first shot of Sentry and shrug off the incoming hit thanks to the 50% DR provided. &#039;&#039;Reactive Targeting Sensors&#039;&#039; will then trigger and deliver a second shot before finally putting the Marauder into &#039;&#039;One for All&#039;&#039; to face other eventual incoming shots. While this build is less reliant on being close to be effective at tanking and shooting it still suffers from middling aim (70 - 75) and thus still enjoys being close to ennemies to get a much needed aim boost and of course to use &#039;&#039;Onslaught&#039;&#039; more reliably.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentry -&amp;gt; Reactive Targeting Sensors -&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Shock-Absorbent Armor -&amp;gt; Bring &#039;Em On or Sharpshooter -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentry (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock-Absorbent Armor (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Ammo Module, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Opportunist is better for raw damage to boost Sentry reaction shots and allow the RTS shot to crit. Lock N&#039; Load will result in less upfront damage but less downtime as you don t need to skip a turn to reload.&lt;br /&gt;
*Bring &#039;Em On will provide more damage. Sharpshooter will fix the middling aim of the Marauder when fighting biologicals&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Mobility is a bit less important on this build so a Heavy exoskeleton might be preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106360</id>
		<title>Marauder (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106360"/>
		<updated>2022-02-21T00:46:29Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* CCS Marauder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Marauder&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Infantry&#039;&#039;&#039; classes. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Onslaught (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Sentry (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2= {{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Jetboot Module (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Repulsor Plating (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Sharpshooter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=+1.3 | rank1-will=-&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=+1.3 | rank1-will=- &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+10 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Close Quarters Tank Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to maximize the tanking capabilities of the Marauder to enter deep into ennemy lines, surgically strike a target with &#039;&#039;Onslaught&#039;&#039;, and disrupt AI positionning with flanking and/or using flamethrower. It shines most on close quarter maps (abductions, terrors and exalt missions) as the Marauder&#039;s tanking perks rely on being close to danger to be effective.&lt;br /&gt;
&lt;br /&gt;
Sample Close Combat Tank Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fortified -&amp;gt; Brawler -&amp;gt; Jetboot Module -&amp;gt; Repulsor Plating -&amp;gt; Repair Servos -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fortified (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Incinerator Module, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* You will sadly have to shoot sometimes instead of punch, repair servos could be dropped for one of the more offensive perk but it cuts into the tanking capabilities.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. It is mostly a trade-off between mobility and reliable tanking ability.&lt;br /&gt;
&lt;br /&gt;
===CCS Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make use of &#039;&#039;Close Combat Specialist&#039;&#039; boosted by &#039;&#039;Impact&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to deliver devastating and disruptive reaction fire at close range. Ideally the Marauder can run up to a group of ennemies, punch a high value target with &#039;&#039;Onslaught&#039;&#039;, then use CCS to its full effect on the ennemy turn. Besides &#039;&#039;Repulsor Plating&#039;&#039; and the Mech suit inherent durability, this build has no other tanking capabilities. While very rewarding when used effectively keep in mind that poor positionning may quickly result in a dead Marauder.   &lt;br /&gt;
&lt;br /&gt;
Sample CCS Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Close Combat Specialist -&amp;gt; Impact-&amp;gt; Opportunist -&amp;gt; Repulsor Plating -&amp;gt; Bring &#039;Em On -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating, Ammo Module&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*For added tanking capabilities, Impact could be switched out for Brawler at the cost of halved stagger chance.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Keep in mind that without Jetboot module, this Marauder build will be quite slow in Heavy exoskeleton.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make the Marauder more of a tanky mid-range fighter thanks to the combo of &#039;&#039;Sentry&#039;&#039; and &#039;&#039;Reactive Targeting Sensors&#039;&#039;. When fired upon, this Marauder will first shoot the agressor with the first shot of Sentry and shrug off the incoming hit thanks to the 50% DR provided. &#039;&#039;Reactive Targeting Sensors&#039;&#039; will then trigger and deliver a second shot before finally putting the Marauder into &#039;&#039;One for All&#039;&#039; to face other eventual incoming shots. While this build is less reliant on being close to be effective at tanking and shooting it still suffers from middling aim (70 - 75) and thus still enjoys being close to ennemies to get a much needed aim boost and of course to use &#039;&#039;Onslaught&#039;&#039; more reliably.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentry -&amp;gt; Reactive Targeting Sensors -&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Shock-Absorbent Armor -&amp;gt; Bring &#039;Em On or Sharpshooter -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentry (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock-Absorbent Armor (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Ammo Module, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Opportunist is better for raw damage to boost Sentry reaction shots and allow the RTS shot to crit. Lock N&#039; Load will result in less upfront damage but less downtime as you don t need to skip a turn to reload.&lt;br /&gt;
*Bring &#039;Em On will provide more damage. Sharpshooter will fix the middling aim of the Marauder when fighting biologicals&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Mobility is a bit less important on this build so a Heavy exoskeleton might be preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106359</id>
		<title>Marauder (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marauder_(LWR)&amp;diff=106359"/>
		<updated>2022-02-21T00:44:04Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Close Quarters Tank Marauder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Marauder&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Infantry&#039;&#039;&#039; classes. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Onslaught (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Fortified (LWR)|text=1|topbotpad=10}} {{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Sentry (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2= {{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Jetboot Module (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Repulsor Plating (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Sharpshooter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=+1.3 | rank1-will=-&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=+1.3 | rank1-will=- &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=-&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+10 | mobtotal=+1.3 | willtotal=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Close Quarters Tank Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to maximize the tanking capabilities of the Marauder to enter deep into ennemy lines, surgically strike a target with &#039;&#039;Onslaught&#039;&#039;, and disrupt AI positionning with flanking and/or using flamethrower. It shines most on close quarter maps (abductions, terrors and exalt missions) as the Marauder&#039;s tanking perks rely on being close to danger to be effective.&lt;br /&gt;
&lt;br /&gt;
Sample Close Combat Tank Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fortified -&amp;gt; Brawler -&amp;gt; Jetboot Module -&amp;gt; Repulsor Plating -&amp;gt; Repair Servos -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fortified (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Repulsor Plating (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Incinerator Module, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* You will sadly have to shoot sometimes instead of punch, repair servos could be dropped for one of the more offensive perk but it cuts into the tanking capabilities.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. It is mostly a trade-off between mobility and reliable tanking ability.&lt;br /&gt;
&lt;br /&gt;
===CCS Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make use of &#039;&#039;Close Combat Specialist&#039;&#039; boosted by &#039;&#039;Impact&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; to deliver devastating and disruptive reaction fire at close range. Ideally the Marauder can run up to a group of ennemies, punch a high value target with &#039;&#039;Onslaught&#039;&#039;, then use CCS to its full effect on the ennemy turn. Besides &#039;&#039;Shock Absorbent Armor&#039;&#039; and the Mech suit inherent durability, this build has no other tanking capabilities. While very rewarding when used effectively keep in mind that poor positionning may quickly result in a dead Marauder.   &lt;br /&gt;
&lt;br /&gt;
Sample CCS Build:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Close Combat Specialist -&amp;gt; Impact-&amp;gt; Opportunist -&amp;gt; Shock-Absorbent Armor -&amp;gt; Bring &#039;Em On -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock-Absorbent Armor (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Flamethrower, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating, Ammo Module&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*For added tanking capabilities, Impact could be switched out for Brawler at the cost of halved stagger chance.&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Keep in mind that without Jetboot module, this Marauder build will be quite slow in Heavy exoskeleton.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Marauder===&lt;br /&gt;
&lt;br /&gt;
This build aims to make the Marauder more of a tanky mid-range fighter thanks to the combo of &#039;&#039;Sentry&#039;&#039; and &#039;&#039;Reactive Targeting Sensors&#039;&#039;. When fired upon, this Marauder will first shoot the agressor with the first shot of Sentry and shrug off the incoming hit thanks to the 50% DR provided. &#039;&#039;Reactive Targeting Sensors&#039;&#039; will then trigger and deliver a second shot before finally putting the Marauder into &#039;&#039;One for All&#039;&#039; to face other eventual incoming shots. While this build is less reliant on being close to be effective at tanking and shooting it still suffers from middling aim (70 - 75) and thus still enjoys being close to ennemies to get a much needed aim boost and of course to use &#039;&#039;Onslaught&#039;&#039; more reliably.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentry -&amp;gt; Reactive Targeting Sensors -&amp;gt; Opportunist or Lock N&#039; Load -&amp;gt; Shock-Absorbent Armor -&amp;gt; Bring &#039;Em On or Sharpshooter -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentry (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock-Absorbent Armor (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Kinetic Strike Module, Ammo Module, The Thumper, Battle Computer, Core Plating, Alloy Carbide Plating&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Opportunist is better for raw damage to boost Sentry reaction shots and allow the RTS shot to crit. Lock N&#039; Load will result in less upfront damage but less downtime as you don t need to skip a turn to reload.&lt;br /&gt;
*Bring &#039;Em On will provide more damage. Sharpshooter will fix the middling aim of the Marauder when fighting biologicals&lt;br /&gt;
*Choice between Light and Heavy mech exoskeleton is left to the Commander&#039;s discretion. Mobility is a bit less important on this build so a Heavy exoskeleton might be preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105916</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105916"/>
		<updated>2022-01-26T08:28:10Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Vital Point Targeting -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* CST vs VPT is left to the Commander&#039;s discretion.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105915</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105915"/>
		<updated>2022-01-26T08:27:31Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Tank Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Vital Point Targeting -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* CST vs VPT is left to the Commander&#039;s discretion.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=105886</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=105886"/>
		<updated>2022-01-23T04:42:07Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Double Tap Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper, the main difference being that overwatch works with Squadsight. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+8-24 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=+1-3 | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. Overwatch now has unlimited range with Squadsight. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Impact or Holo Rounds -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The overwatch clearing capabilities of Impact is a strong sell, but can be switched out for Holo Rounds if needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets while BEO offers a more straightforward damage increase&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+50% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+100% from &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; and a near guaranteed stagger with &#039;&#039;Impact&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost and thus only high aim Snipers (&amp;gt; 95 after initial promotion) should be considered. Even then, steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Impact -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=105885</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=105885"/>
		<updated>2022-01-23T04:41:43Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Mayhem Overwatch Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper, the main difference being that overwatch works with Squadsight. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+8-24 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=+1-3 | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. Overwatch now has unlimited range with Squadsight. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Impact or Holo Rounds -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The overwatch clearing capabilities of Impact is a strong sell, but can be switched out for Holo Rounds if needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets while BEO offers a more straightforward damage increase&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+50% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+100% from &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; and a near guaranteed stagger with &#039;&#039;Impact&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost and thus only high aim Snipers (&amp;gt; 95 after initial promotion) should be considered. Even then, steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Impact -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~80 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(LWR)&amp;diff=105884</id>
		<title>Gunner (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(LWR)&amp;diff=105884"/>
		<updated>2022-01-23T04:36:43Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Gunner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS HEAVY.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Gunner&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM&#039;s arsenal to either inflict heavy damage, or lock down and debuff hostiles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: SAWs, LMGs.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Suppression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Penetrator (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ready For Anything (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Shredder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Tenacious Defense (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+2-6 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+4 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+5 | mobtotal=- | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved &#039;&#039;Suppression&#039;&#039; thanks to the weapon&#039;s &#039;&#039;Danger Zone&#039;&#039; and a deep pull of ammo to draw from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suppression&#039;&#039; is a powerful tool used to chip down exposed targets or pin down ennemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations. &lt;br /&gt;
&lt;br /&gt;
They enjoy the high power of their class weapons, granting them a sizable damage output that will put &#039;&#039;Shredder&#039;&#039; to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don&#039;t require a lot of repositioning.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Gunner===&lt;br /&gt;
The Tank Gunner mixes sturdyness with high damage in a threatening package. It is the only biological class with access to &#039;&#039;Grit&#039;&#039; and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. &#039;&#039;Double Tap&#039;&#039; rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored ennemies. &#039;&#039;Supression&#039;&#039; remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial &#039;&#039;Double Tap&#039;&#039; opportunity be missed. &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Grit or Critical System Targeting -&amp;gt; Double Tap-&amp;gt; Shredder -&amp;gt; Tenacious Defense or Lock N&#039; Load -&amp;gt; Extra Conditioning or Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SAW&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Reinforced plating/Alloy plating/Regenerative plating, Flak Ammo, Combat Stims, Walker Servos.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Critical System Targeting&#039;&#039; sacrifices the tanking potential of Grit in favor of absurd shredding numbers on Mech opponents. A choice for bold Commanders.&lt;br /&gt;
* Tenacious Defense can be switched for Lock&#039;n Load for more offensive uptime, although the lost crit mitigation will hurt late game when out of smoke. &lt;br /&gt;
* Extra Conditioning is a good all-rounder choice. Bring &#039;Em On will boost damage to even more impressive levels.&lt;br /&gt;
* Defensive Gene Mods will noticably boost tanking abilities&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Shredder&#039;&#039; to deliver hefty damage through reaction fire and lock down ennemy movement. &#039;&#039;Ready for Anything&#039;&#039; grants some much needed aim as well as free overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another overwatch class will wear down ennemy battle lines at an alarming pace. &#039;&#039;Supression&#039;&#039; - while still useful - is less optimal than on other builds.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Penetrator or Critical System Targeting -&amp;gt; Ready for Anything-&amp;gt; Shredder -&amp;gt; Lock N&#039; Load -&amp;gt; Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Penetrator (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ready For Anything (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SAW, Assault Rifle, LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope, Alloy Bipod, Flak Ammo, Respirator Implant, Alien Trophy, Damage boosting ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Critical System Targeting&#039;&#039; combined with Flak ammo allow a high specialization against Mechs. Penetrator is less specialized but usable against many targets.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* The LMG is an uncoventionnal choice for this build due to the steep aim penalty. Sufficently mitigated however (e.g Mind Merge + Holo Rounds), the resulting damage will put most other offensive builds to shame.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Gunner (Bullet Wizard)===&lt;br /&gt;
The Mayhem Gunner build focuses on debuffing and crowd control through &#039;&#039;Suppression&#039;&#039; boosted by &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Shredder&#039;&#039; to allow other squad members to provide more accurate and damaging fire. With &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Danger Zone&#039;&#039; from the LMG, the Gunner can suppress and debuff entire groups of ennemies; denting targets and pinning them down if in cover. The cooldown turn of &#039;&#039;Suppression&#039;&#039; can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful if innacurate (&#039;&#039;Flush&#039;&#039; is advised) shredding shot to a target. While slow, this build can fix this problem thanks to a great freedom in terms of equipment choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Debuffer Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Penetrator  -&amp;gt;  Holo Rounds -&amp;gt; Shredder -&amp;gt; Lock n&#039; Load or First Aid -&amp;gt; Extra Conditioning or Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Penetrator (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Alien trophy, Respirator Implant, Proximity Sensor/Extrasensory Vest, Walking Servos, Medikit.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* First Aid can picked over Lock N&#039; Load to offer some more staying power to the squad.&lt;br /&gt;
* Extra Conditioning offers some added mobility. Bring &#039;Em On might up suppressive fire damage by a few points if enough opponents are visible.&lt;br /&gt;
* Predictive Tracking is a good choice for the &#039;&#039;Suppression&#039;&#039; reaction shot and the boost to &#039;&#039;Flush&#039;&#039; Damage&lt;br /&gt;
* This build has the particularity to be very stat-independant, even Gunners cursed by low stat totals are salvageable as a Mayhem Gunner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=105845</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=105845"/>
		<updated>2022-01-21T10:35:01Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Run and Gun Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=+0.6 | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=+0.6 | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=+0.6 | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+5 | mobtotal=+0.6 | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense, Tank&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. &#039;&#039;Low Profile&#039;&#039; (bundled with &#039;&#039;Run and Gun&#039;&#039;) coupled with the close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&amp;amp;G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Tenacious Defense-&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression -&amp;gt; Sprinter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG. Secondary Sawed-off/autopistol if mobility allows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Targeting Module/Reaper Ammo, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.&lt;br /&gt;
*Killer instinct allows for some beefy crits. Ranger gives unconditionnal damage with a small boost to mobility and no aim penalties for your secondaries.&lt;br /&gt;
*A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi).&lt;br /&gt;
*Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;HEAT Warheads&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk, psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger -&amp;gt; Rapid Fire -&amp;gt; Heat Warheads-&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The AP grenades can arguably be switched out for another item of choice if needed.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with &#039;&#039;Close Combat Specialist&#039;&#039; to good effect. This does severely limit its effective fighting range however, and on an  open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Tenacious Defense -&amp;gt; Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Brawler -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward ennemies for more uptime on &#039;&#039;Close Combat Specialist&#039;&#039;. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build&#039;s capabilities  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=105844</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=105844"/>
		<updated>2022-01-21T09:01:46Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Close Encounters (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ready For Anything (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Close Combat Specialist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+4-12 | rank1-mob=+0.6 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+0-2 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+7-23 | mobtotal=+0.6 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+8 | rank1-mob=+0.6 | rank1-will=+10&lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+1 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+15 | mobtotal=+0.6 | willtotal=+20 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This straightforward build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Ready for Anything&#039;&#039; to bring reliable reaction fire to the field. &#039;&#039;Ready for Anything&#039;&#039; grants valuable aim as well as free overwatching as long as the Medic does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to &#039;&#039;Bring Em&#039; On&#039;&#039;. The inherent utility of &#039;&#039;Field Medic&#039;&#039; is a boon to the squad during downtimes or even in combat if teamates can stay close so the Medic doesn t have to move to heal them.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Bring &#039;Em On -&amp;gt; Ready for Anything-&amp;gt; Savior-&amp;gt; Impact -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{ Ready For Anything (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope, Drum Mags, Shredder/AP ammo, Damage boosting ammunition.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Proper care is to be observed to not let melee ennemies enter the smoke, or an unwary Commander might be forced to abandon a previously safe position to the now self-healing aliens. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Extra Conditioning or Ranger -&amp;gt;  Combat Drugs -&amp;gt; Savior -&amp;gt; Shadowstep -&amp;gt; Packmaster.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Ranger&#039;&#039; can be picked over &#039;&#039;Extra Conditioning&#039;&#039; for a tiny bit more offensive presence and a nice throw range increase.&lt;br /&gt;
* &#039;&#039;Smoke And Mirrors&#039;&#039; and &#039;&#039;Shadowstep&#039;&#039; allow complete immunity to reaction fire as far as this build is concerned.(you will still get shot if using Medikits!)&lt;br /&gt;
* A good candidate for psi training for even more support options.&lt;br /&gt;
* Can be a decent officer, but won t make very much use of the combat stat boosts.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. &#039;&#039;Close Encounters&#039;&#039; and &#039;&#039;Close Combat Specialist&#039;&#039; provides some strong close range combat potential whick makes the build bear an uncanny resemblance to the Assault Class, with less overall power and tankyness but noticably more sustain. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Extra Conditioning or Ranger or Bring &#039;Em On -&amp;gt;  Close Encounters -&amp;gt; Savior -&amp;gt; Close Combat Specialist or Shadowstep -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Encounters (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Close Combat Specialist (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Reinforced Plating/Regenerative Plating/Chitin Plating, Medikits.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Extra Conditioning&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are the defensive and offensive sides of the same coin. &#039;&#039;Bring &#039;Em On&#039;&#039; will noticably increase damage in crowded fights. A choice for agressive Commanders. &lt;br /&gt;
* &#039;&#039;Close Combat Specialist&#039;&#039; can be replaced with &#039;&#039;Shadowstep&#039;&#039;, this will greatly help manoeuvrability but it does mean movement cannot be used to draw enemy reaction fire. &lt;br /&gt;
* Will make good use of defensive Gene Mods or Officer stats boost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(LWR)&amp;diff=105843</id>
		<title>Gunner (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(LWR)&amp;diff=105843"/>
		<updated>2022-01-21T09:01:21Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Gunner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS HEAVY.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Gunner&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM&#039;s arsenal to either inflict heavy damage, or lock down and debuff hostiles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: SAWs, LMGs.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Suppression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Penetrator (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ready For Anything (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Shredder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Tenacious Defense (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+2-6 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+4 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+5 | mobtotal=- | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved &#039;&#039;Suppression&#039;&#039; thanks to the weapon&#039;s &#039;&#039;Danger Zone&#039;&#039; and a deep pull of ammo to draw from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suppression&#039;&#039; is a powerful tool used to chip down exposed targets or pin down ennemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations. &lt;br /&gt;
&lt;br /&gt;
They enjoy the high power of their class weapons, granting them a sizable damage output that will put &#039;&#039;Shredder&#039;&#039; to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don&#039;t require a lot of repositioning.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Gunner===&lt;br /&gt;
The Tank Gunner mixes sturdyness with high damage in a threatening package. It is the only biological class with access to &#039;&#039;Grit&#039;&#039; and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. &#039;&#039;Double Tap&#039;&#039; rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored ennemies. &#039;&#039;Supression&#039;&#039; remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial &#039;&#039;Double Tap&#039;&#039; opportunity be missed. &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Grit or Critical System Targeting -&amp;gt; Double Tap-&amp;gt; Shredder -&amp;gt; Tenacious Defense or Lock N&#039; Load -&amp;gt; Extra Conditioning or Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SAW&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Reinforced plating/Alloy plating/Regenerative plating, Flak Ammo, Combat Stims, Walker Servos.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Critical System Targeting&#039;&#039; sacrifices the tanking potential of Grit in favor of absurd shredding numbers on Mech opponents. A choice for bold Commanders.&lt;br /&gt;
* Tenacious Defense can be switched for Lock&#039;n Load for more offensive uptime, although the lost crit mitigation will hurt late game when out of smoke. &lt;br /&gt;
* Extra Conditioning is a good all-rounder choice. Bring &#039;Em On will boost damage to even more impressive levels.&lt;br /&gt;
* Defensive Gene Mods will noticably boost tanking abilities&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Shredder&#039;&#039; to deliver hefty damage through reaction fire and lock down ennemy movement. &#039;&#039;Ready for Anything&#039;&#039; grants some much needed aim as well as free overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another overwatch class will wear down ennemy battle lines at an alarming pace. &#039;&#039;Supression&#039;&#039; - while still useful - is less optimal than on other builds.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Penetrator or Critical System Targeting -&amp;gt; Ready for Anything-&amp;gt; Shredder -&amp;gt; Lock N&#039; Load -&amp;gt; Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Penetrator (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ready For Anything (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SAW, Assault Rifle, LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope, Alloy Bipod, Flak Ammo, Respirator Implant, Alien Trophy, Damage boosting ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Critical System Targeting&#039;&#039; combined with Flak ammo allow a high specialization against Mechs. Penetrator is less specialized but usable against many targets.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim pn reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* The LMG is an uncoventionnal choice for this build due to the steep aim penalty. Sufficently mitigated however (e.g Mind Merge + Holo Rounds), the resulting damage will put most other offensive builds to shame.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Gunner (Bullet Wizard)===&lt;br /&gt;
The Mayhem Gunner build focuses on debuffing and crowd control through &#039;&#039;Suppression&#039;&#039; boosted by &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Shredder&#039;&#039; to allow other squad members to provide more accurate and damaging fire. With &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Danger Zone&#039;&#039; from the LMG, the Gunner can suppress and debuff entire groups of ennemies; denting targets and pinning them down if in cover. The cooldown turn of &#039;&#039;Suppression&#039;&#039; can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful if innacurate (&#039;&#039;Flush&#039;&#039; is advised) shredding shot to a target. While slow, this build can fix this problem thanks to a great freedom in terms of equipment choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Debuffer Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Penetrator  -&amp;gt;  Holo Rounds -&amp;gt; Shredder -&amp;gt; Lock n&#039; Load or First Aid -&amp;gt; Extra Conditioning or Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Penetrator (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Alien trophy, Respirator Implant, Proximity Sensor/Extrasensory Vest, Walking Servos, Medikit.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* First Aid can picked over Lock N&#039; Load to offer some more staying power to the squad.&lt;br /&gt;
* Extra Conditioning offers some added mobility. Bring &#039;Em On might up suppressive fire damage by a few points if enough opponents are visible.&lt;br /&gt;
* Predictive Tracking is a good choice for the &#039;&#039;Suppression&#039;&#039; reaction shot and the boost to &#039;&#039;Flush&#039;&#039; Damage&lt;br /&gt;
* This build has the particularity to be very stat-independant, even Gunners cursed by low stat totals are salvageable as a Mayhem Gunner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105842</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105842"/>
		<updated>2022-01-21T09:00:33Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: Assault rifle, Battle Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Vital Point Targeting -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* CST vs VPT is left to the Commander&#039;s discretion.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105841</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105841"/>
		<updated>2022-01-21T08:59:27Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: Assault rifle, Battle Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Vital Point Targeting -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* CST vs VPT is left to the Commander&#039;s discretion.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105840</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=105840"/>
		<updated>2022-01-21T08:59:15Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ First Aid (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: Assault rifle, Battle Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Vital Point Targeting -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* CST vs VPT is left to the Commander&#039;s discretion.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking to nullify for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Weapons: SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=105839</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=105839"/>
		<updated>2022-01-21T08:57:57Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Confers +20 will when defending against Psi attacks and immunity to all forms of panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §55 &lt;br /&gt;
| 16 &lt;br /&gt;
| 8  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Medikits and Restorative Mist heal 2 HP more when used on the soldier.&amp;lt;br&amp;gt;Confers complete immunity to acid.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80 &lt;br /&gt;
| 24&lt;br /&gt;
| 12  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Flush shots deal 100% weapon damage (instead of 50% weapon damage)..&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45 &lt;br /&gt;
| 14&lt;br /&gt;
| 7  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Allows this unit to react earlier to incoming fire, causing 20% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 8  &lt;br /&gt;
| 4  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §75 &lt;br /&gt;
| 22&lt;br /&gt;
| 11  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 15%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §25&lt;br /&gt;
| 6&lt;br /&gt;
| 3 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenaline Surge (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +4.0 mobility and +40 defense when below 50% HP.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §40&lt;br /&gt;
| 12&lt;br /&gt;
| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | All damage taken is reduced by 2.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §65&lt;br /&gt;
| 20&lt;br /&gt;
| 10 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Fiber Density (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §60&lt;br /&gt;
| 18&lt;br /&gt;
| 9  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adaptive Bone Marrow (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from injuries 40% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §35&lt;br /&gt;
| 10&lt;br /&gt;
| 5  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=105838</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=105838"/>
		<updated>2022-01-21T08:56:44Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Gene Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Confers +20 will when defending against Psi attacks and immunity to all forms of panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §55 &lt;br /&gt;
| 16 &lt;br /&gt;
| 8  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Medikits and Restorative Mist heal 2 HP more when used on the soldier.&amp;lt;br&amp;gt;Confers complete immunity to acid.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80 &lt;br /&gt;
| 24&lt;br /&gt;
| 12  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | All reaction shots gain + 10 aim.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45 &lt;br /&gt;
| 14&lt;br /&gt;
| 7  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Allows this unit to react earlier to incoming fire, causing 20% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 8  &lt;br /&gt;
| 4  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §75 &lt;br /&gt;
| 22&lt;br /&gt;
| 11  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 15%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §25&lt;br /&gt;
| 6&lt;br /&gt;
| 3 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenaline Surge (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +4.0 mobility and +40 defense when below 50% HP.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §40&lt;br /&gt;
| 12&lt;br /&gt;
| 6  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | All damage taken is reduced by 2.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §65&lt;br /&gt;
| 20&lt;br /&gt;
| 10 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Fiber Density (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §60&lt;br /&gt;
| 18&lt;br /&gt;
| 9  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adaptive Bone Marrow (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from injuries 40% faster and regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §35&lt;br /&gt;
| 10&lt;br /&gt;
| 5  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=105837</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=105837"/>
		<updated>2022-01-21T08:55:12Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Reaction Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, are critically wounded, or stabilized, all other non-SHIV members gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn affects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;1%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039; # of critically wounded/stabilized XCOM / 2&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reload if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +100 aim), and after done, will still be enraged with 2APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 4-7 turns (turns can be increased with a &#039;&#039;&#039;respirator implant&#039;&#039;&#039; or the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; gene mod). &lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10 x [Max_Base_HP - Overkill_Damage]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; gene mod will always bleed out the first time his health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die (note: this can trigger your squad mates to panic).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 850px;&amp;quot;&amp;gt;&lt;br /&gt;
 +10 aim, +5 def, +10% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -10% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units that lose their steadied weapon because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
Combat Readiness has no perk associated with it, but you can tell which units have the buff if you check their details (F1) or check their base HP color (it turns a lighter shade).&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 1) Clears overwatch&lt;br /&gt;
 &lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to half the percent of base HP lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, strips 1 + 10% of armor HP at start of turn, removes all flat DR, -20% aim, -20% mobility, and -50% range for AoE attacks; lasts 4 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The only way to remove corrosion is through the use of a medikit. SHIVs cannot have corrosion removed from them before it expires or the mission ends.&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both AP points to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it&#039;s mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 20 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all soldiers. It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the soldier as he/she defuses the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 Cancels overwatch and suppression, -30 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, become critically wounded, or been stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;3%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of critically wounded/stabilized XCOM / 2&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Has a 25% chance for all idle-ending actions to cost 0 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude then an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative an enemy&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
A MLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flat DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Flat Damage Resistance&#039;&#039;&#039; (represented by grey pips on their HP bar) will have it reduced as their HP declines. Specifically, their &#039;&#039;&#039;Flat DR&#039;&#039;&#039; will be proportionally reduced as their total HP declines, from max flat DR at 100% HP reaching down to 0 flat DR at 0% HP.&lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;% DR&#039;&#039;&#039; (represented by a grey shield to the left of their HP bar).&lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost base HP and can be removed with certain abilities.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 8.6, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors gain the grapple ability. Using the Grapple requires to unit to have 2 AP, costs 1 AP, and can propel the soldier up to 15 tiles. Each armor with the grapple ability grants unlimited uses during a battle.&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as he/she hacks the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Holo Target ==&lt;br /&gt;
&lt;br /&gt;
Units that have been fired at by a weapon with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Prevents concealment/stealth and grants +20 aim and +1 penetration to all shots at this unit for the next 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +10 will and +0.6 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1030px;&amp;quot;&amp;gt;&lt;br /&gt;
 +50% DR from cover, x2 defense from cover, -50% chance to be hit by psionic attacks, lose all vision, ends the unit&#039;s turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to NOT be &#039;&#039;&#039;idle&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1390px;&amp;quot;&amp;gt;&lt;br /&gt;
 Being suppressed, suppressing, stunned, maimed, steadying, overwatching, concealed/stealthed, panicking, strangling, being strangled, being in One For All, hunkering&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -100% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit)) ;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All sidearms have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets under 50% HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to have a chance to disorient mechanical units equal to the percent of total HP they lost.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts or moves &amp;gt;1 tile. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers some enemy reaction fire (anywhere from 1 reaction shot to all of the reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or moving (from, for example, flush) will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch. The eye will be teal for XCOM.&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have an 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 4 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health (30 will test)&lt;br /&gt;
*A squad mate in vision dies (30 will test)&lt;br /&gt;
*A high level squad mate (&amp;gt;2 ranks) in vision dies (60 will test)&lt;br /&gt;
*A squad mate in vision panics (0 will test)&lt;br /&gt;
&lt;br /&gt;
==Pin Point Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses cover defense&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 200px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will trigger when a unit acts or moves and the firing soldier has a hit chance of 30 or higher. Suppression reaction fire will fire regardless of hit chance.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
*&#039;&#039;&#039;Opportunist&#039;&#039;&#039;: Reaction shots can crit and bypass damage resistance from cover&lt;br /&gt;
&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Unit&#039;s that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from units that are concealed or stealthed.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 Lowers aim and will by 1-35&lt;br /&gt;
 Lowers melee damage by 1-70%&lt;br /&gt;
 Lowers throw range by 1-35%&lt;br /&gt;
 Lowers mobility by 1-6&lt;br /&gt;
 Increases scatter by 1-100%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate overwatch and/or a deflection shield. &lt;br /&gt;
&lt;br /&gt;
If an enemy is currently engaged, new enemies that are revealed may be caught &#039;&#039;&#039;Off Guard&#039;&#039;&#039; and will not be able to &#039;&#039;&#039;Scamper&#039;&#039;&#039;. There is a 10% chance per each enemy engaged for new pods to be &#039;&#039;&#039;Off Guard&#039;&#039;&#039;. If a pod is &#039;&#039;&#039;Off Guard&#039;&#039;&#039; and there were more than 5 enemies engaged, each enemy engaged over 5 adds an additional 10% chance for the enemy pod to be &#039;&#039;&#039;Unprepared&#039;&#039;&#039; where they will not &#039;&#039;&#039;Scamper&#039;&#039;&#039; and will start with no ammo.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are engaged with 8 enemies and activate a new pod, the new pod will have an 80% chance to be &#039;&#039;&#039;Off Guard&#039;&#039;&#039; and then IF they are &#039;&#039;&#039;Off Guard&#039;&#039;&#039; they will have another 30% chance to be &#039;&#039;&#039;Unprepared&#039;&#039;&#039; (for a total chance of being unprepared of 24%).&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed his turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: it can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
A known bug is that upon reloading a save game in the middle of a tactical battle, the game forgets if any units have already scampered and upon revealing another pod they will be able to scamper again.&lt;br /&gt;
&lt;br /&gt;
== Shaken ==&lt;br /&gt;
&lt;br /&gt;
Every soldier that dies will &#039;&#039;&#039;Shaken&#039;&#039;&#039; the remaining soldiers, lowering their will by 10 for each death witnessed. Psi Inspiration can clear this effect.&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Shredded&#039;&#039;&#039;: Damage received is increased by x% (where x is 20 + 2 times shred damage dealt) for the remainder of the battle.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that shred damage calculates &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;, so damage resistance &#039;&#039;does not&#039;&#039; reduce the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
To see the effects of being &#039;&#039;&#039;In Smoke&#039;&#039;&#039; click here:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 [[Cover_(LWR)#Smoke|Cover and Smoke]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to deplete the targets remaining AP equal to the percent of HP lost.&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Steadied shots taken at 2AP: Gain +50 aim and +2 penetration&lt;br /&gt;
 Steadied shots taken at 1AP: gain +35 aim and +1 penetration&lt;br /&gt;
 Reduces rocket scatter by 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +1.3 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted, resists 50% of overpower, and 20% DR, lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to Stun biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun will never be 100%. The chance is higher if the target is lower in HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below half of their health will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
 Cannot use reaction fire, -50 aim, -50% mobility/ability range, +50% scatter&lt;br /&gt;
&lt;br /&gt;
At the start of their turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 40% of the the regular shot damage from the suppressing unit.&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage).&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105719</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105719"/>
		<updated>2022-01-19T23:47:59Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Support Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+10 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade. While a pure support build is possible, an hybrid support-flanker build can also be achieved for a more versatile soldier with an increased offensive potential.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; First Aid or Ranger -&amp;gt; Disabling Shot or Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Packmaster -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{First Aid (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle (if Disabling Shot). SMG or Shotgun if Ranger + VPT&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke grenades/Battle Scanners/Extrasensory Vest.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* First aid can be switched out for Ranger for a more offensive punch. &lt;br /&gt;
* Disabling shot can be switched out for VPT for more flanking potential.&lt;br /&gt;
* This build makes for a good psi or officer candidate&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105718</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105718"/>
		<updated>2022-01-19T23:10:23Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Support Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with support grenades.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing 60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice to add even more team support or single target debuffing. It will also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* On close quarter maps this build can choose to use a shotgun or a SMG, disregarding &#039;&#039;Bullseye&#039;&#039; entirely for some more flanking power.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=105717</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=105717"/>
		<updated>2022-01-19T23:03:02Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Tank Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Close Encounters (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ready For Anything (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Close Combat Specialist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=- | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=- | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This straightforward build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Ready for Anything&#039;&#039; to bring reliable reaction fire to the field. &#039;&#039;Ready for Anything&#039;&#039; grants valuable aim as well as free overwatching as long as the Medic does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to &#039;&#039;Bring Em&#039; On&#039;&#039;. The inherent utility of &#039;&#039;Field Medic&#039;&#039; is a boon to the squad during downtimes or even in combat if teamates can stay close so the Medic doesn t have to move to heal them.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Bring &#039;Em On -&amp;gt; Ready for Anything-&amp;gt; Savior-&amp;gt; Impact -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{ Ready For Anything (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope, Drum Mags, Shredder/AP ammo, Damage boosting ammunition.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking to nullify Cover defense on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Proper care is to be observed to not let melee ennemies enter the smoke, or an unwary Commander might be forced to abandon a previously safe position to the now self-healing aliens. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Extra Conditioning or Ranger -&amp;gt;  Combat Drugs -&amp;gt; Savior -&amp;gt; Shadowstep -&amp;gt; Packmaster.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Ranger&#039;&#039; can be picked over &#039;&#039;Extra Conditioning&#039;&#039; for a tiny bit more offensive presence and a nice throw range increase.&lt;br /&gt;
* &#039;&#039;Smoke And Mirrors&#039;&#039; and &#039;&#039;Shadowstep&#039;&#039; allow complete immunity to reaction fire as far as this build is concerned.(you will still get shot if using Medikits!)&lt;br /&gt;
* A good candidate for psi training for even more support options.&lt;br /&gt;
* Can be a decent officer, but won t make very much use of the combat stat boosts.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. &#039;&#039;Close Encounters&#039;&#039; and &#039;&#039;Close Combat Specialist&#039;&#039; provides some strong close range combat potential whick makes the build bear an uncanny resemblance to the Assault Class, with less overall power and tankyness but noticably more sustain. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Extra Conditioning or Ranger or Bring &#039;Em On -&amp;gt;  Close Encounters -&amp;gt; Savior -&amp;gt; Close Combat Specialist or Shadowstep -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Encounters (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Close Combat Specialist (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Reinforced Plating/Regenerative Plating/Chitin Plating, Medikits.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Extra Conditioning&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are the defensive and offensive sides of the same coin. &#039;&#039;Bring &#039;Em On&#039;&#039; will noticably increase damage in crowded fights. A choice for agressive Commanders. &lt;br /&gt;
* &#039;&#039;Close Combat Specialist&#039;&#039; can be replaced with &#039;&#039;Shadowstep&#039;&#039;, this will greatly help manoeuvrability but it does mean movement cannot be used to draw enemy reaction fire. &lt;br /&gt;
* Will make good use of defensive Gene Mods or Officer stats boost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=105716</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=105716"/>
		<updated>2022-01-19T23:02:36Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Tank Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Close Encounters (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ready For Anything (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Close Combat Specialist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=- | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=- | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This straightforward build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Ready for Anything&#039;&#039; to bring reliable reaction fire to the field. &#039;&#039;Ready for Anything&#039;&#039; grants valuable aim as well as free overwatching as long as the Medic does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to &#039;&#039;Bring Em&#039; On&#039;&#039;. The inherent utility of &#039;&#039;Field Medic&#039;&#039; is a boon to the squad during downtimes or even in combat if teamates can stay close so the Medic doesn t have to move to heal them.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Bring &#039;Em On -&amp;gt; Ready for Anything-&amp;gt; Savior-&amp;gt; Impact -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{ Ready For Anything (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope, Drum Mags, Shredder/AP ammo, Damage boosting ammunition.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking to nullify Cover defense on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Proper care is to be observed to not let melee ennemies enter the smoke, or an unwary Commander might be forced to abandon a previously safe position to the now self-healing aliens. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Extra Conditioning or Ranger -&amp;gt;  Combat Drugs -&amp;gt; Savior -&amp;gt; Shadowstep -&amp;gt; Packmaster.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Ranger&#039;&#039; can be picked over &#039;&#039;Extra Conditioning&#039;&#039; for a tiny bit more offensive presence and a nice throw range increase.&lt;br /&gt;
* &#039;&#039;Smoke And Mirrors&#039;&#039; and &#039;&#039;Shadowstep&#039;&#039; allow complete immunity to reaction fire as far as this build is concerned.(you will still get shot if using Medikits!)&lt;br /&gt;
* A good candidate for psi training for even more support options.&lt;br /&gt;
* Can be a decent officer, but won t make very much use of the combat stat boosts.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. Close Encounters and Close Combat Specialist provides some strong close range combat potential whick makes the build bear an uncanny resemblance to the Assault Class, with less overall power and tankyness but noticably more sustain. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Extra Conditioning or Ranger or Bring &#039;Em On -&amp;gt;  Close Encounters -&amp;gt; Savior -&amp;gt; Close Combat Specialist or Shadowstep -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Encounters (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Close Combat Specialist (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Reinforced Plating/Regenerative Plating/Chitin Plating, Medikits.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Extra Conditioning&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are the defensive and offensive sides of the same coin. &#039;&#039;Bring &#039;Em On&#039;&#039; will noticably increase damage in crowded fights. A choice for agressive Commanders. &lt;br /&gt;
* &#039;&#039;Close Combat Specialist&#039;&#039; can be replaced with &#039;&#039;Shadowstep&#039;&#039;, this will greatly help manoeuvrability but it does mean movement cannot be used to draw enemy reaction fire. &lt;br /&gt;
* Will make good use of defensive Gene Mods or Officer stats boost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105715</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105715"/>
		<updated>2022-01-19T22:58:17Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Marksman Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+10 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealement&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade. While a pure support build is possible, an hybrid support-flanker build can also be achieved for a more versatile soldier with an increased offensive potential.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; First Aid or Ranger -&amp;gt; Disabling Shot or Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Packmaster -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{First Aid (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle (if Disabling Shot). SMG or Shotgun if Ranger + VPT&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke grenades/Battle Scanners/Extrasensory Vest.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* First aid can be switched out for Ranger for a more offensive punch. &lt;br /&gt;
* Disabling shot can be switched out for VPT for more flanking potential.&lt;br /&gt;
* This build makes for a good psi or officer candidate&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105714</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105714"/>
		<updated>2022-01-19T22:57:19Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Support Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+10 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealement&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade. While a pure support build is possible, an hybrid support-flanker build can also be achieved for a more versatile soldier with an increased offensive potential.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; First Aid or Ranger -&amp;gt; Disabling Shot or Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Packmaster -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{First Aid (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle (if Disabling Shot). SMG or Shotgun if Ranger + VPT&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke grenades/Battle Scanners/Extrasensory Vest.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* First aid can be switched out for Ranger for a more offensive punch. &lt;br /&gt;
* Disabling shot can be switched out for VPT for more flanking potential.&lt;br /&gt;
* This build makes for a good psi or officer candidate&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Striker Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105713</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105713"/>
		<updated>2022-01-19T22:56:42Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Support Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+10 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealement&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well place Concussion or Acid grenade. While a pure support build is possible, an hybrid support-flanker build can also be achieved for a more versatile soldier with an increased offensive potential.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; First Aid or Ranger -&amp;gt; Disabling Shot or Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Packmaster -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{First Aid (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle (if Disabling Shot). SMG or Shotgun if Ranger + VPT&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke grenades/Battle Scanners/Extrasensory Vest.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* First aid can be switched out for Ranger for a more offensive punch. &lt;br /&gt;
* Disabling shot can be switched out for VPT for more flanking potential.&lt;br /&gt;
* This build makes for a good psi or officer candidate&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Striker Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105712</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105712"/>
		<updated>2022-01-19T22:53:06Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Striker Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+10 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. While a pure support build is possible, an hybrid support-flanker build can also be achieved for a more versatile soldier with an increased offensive potential.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; First Aid or Ranger -&amp;gt; Disabling Shot or Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Packmaster -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{First Aid (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle (if Disabling Shot). SMG or Shotgun if Ranger + VPT&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke grenades/Battle Scanners/Extrasensory Vest.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* First aid can be switched out for Ranger for a more offensive punch. &lt;br /&gt;
* Disabling shot can be switched out for VPT for more flanking potential.&lt;br /&gt;
* This build makes for a good psi or officer candidate&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Striker Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105711</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=105711"/>
		<updated>2022-01-19T22:49:58Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Support Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+10 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. While a pure support build is possible, an hybrid support-flanker build can also be achieved for a more versatile soldier with an increased offensive potential.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; First Aid or Ranger -&amp;gt; Disabling Shot or Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Packmaster -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{First Aid (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle (if Disabling Shot). SMG or Shotgun if Ranger + VPT&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke grenades/Battle Scanners/Extrasensory Vest.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* First aid can be switched out for Ranger for a more offensive punch. &lt;br /&gt;
* Disabling shot can be switched out for VPT for more flanking potential.&lt;br /&gt;
* This build makes for a good psi or officer candidate&lt;br /&gt;
&lt;br /&gt;
===Striker Scout===&lt;br /&gt;
The Striker Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Striker Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Striker Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Striker Scout to be essentially immune to overwatch (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(LWR)&amp;diff=105710</id>
		<title>Gunner (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(LWR)&amp;diff=105710"/>
		<updated>2022-01-19T22:45:38Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Overwatch Gunner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS HEAVY.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Gunner&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM&#039;s arsenal to either inflict heavy damage, or lock down and debuff hostiles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: SAWs, LMGs.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Suppression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Penetrator (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ready For Anything (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Shredder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Tenacious Defense (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+2-6 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+4 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+4 | aimtotal=+5 | mobtotal=- | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved &#039;&#039;Suppression&#039;&#039; thanks to the weapon&#039;s &#039;&#039;Danger Zone&#039;&#039; and a deep pull of ammo to draw from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suppression&#039;&#039; is a powerful tool used to chip down exposed targets or pin down ennemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations. &lt;br /&gt;
&lt;br /&gt;
They enjoy the high power of their class weapons, granting them a sizable damage output that will put &#039;&#039;Shredder&#039;&#039; to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don&#039;t require a lot of repositioning.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Gunner===&lt;br /&gt;
The Tank Gunner mixes sturdyness with high damage in a threatening package. It is the only biological class with access to &#039;&#039;Grit&#039;&#039; and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. &#039;&#039;Double Tap&#039;&#039; rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored ennemies. &#039;&#039;Supression&#039;&#039; remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial &#039;&#039;Double Tap&#039;&#039; opportunity be missed. &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Grit or Critical System Targeting -&amp;gt; Double Tap-&amp;gt; Shredder -&amp;gt; Tenacious Defense or Lock N&#039; Load -&amp;gt; Extra Conditioning or Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SAW&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Reinforced plating/Alloy plating/Regenerative plating, Flak Ammo, Combat Stims, Walker Servos.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Critical System Targeting&#039;&#039; sacrifices the tanking potential of Grit in favor of absurd shredding numbers on Mech opponents. A choice for bold Commanders.&lt;br /&gt;
* Tenacious Defense can be switched for Lock&#039;n Load for more offensive uptime, although the lost crit mitigation will hurt late game when out of smoke. &lt;br /&gt;
* Extra Conditioning is a good all-rounder choice. Bring &#039;Em On will boost damage to even more impressive levels.&lt;br /&gt;
* Defensive Gene Mods will noticably boost tanking abilities&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Shredder&#039;&#039; to deliver hefty damage through reaction fire and lock down ennemy movement. &#039;&#039;Ready for Anything&#039;&#039; grants some much needed aim as well as free overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another overwatch class will wear down ennemy battle lines at an alarming pace. &#039;&#039;Supression&#039;&#039; - while still useful - is less optimal than on other builds.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Penetrator or Critical System Targeting -&amp;gt; Ready for Anything-&amp;gt; Shredder -&amp;gt; Lock N&#039; Load -&amp;gt; Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Penetrator (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ready For Anything (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SAW, Assault Rifle, LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope, Alloy Bipod, Flak Ammo, Respirator Implant, Alien Trophy, Damage boosting ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Critical System Targeting&#039;&#039; combined with Flak ammo allow a high specialization against Mechs. Penetrator is less specialized but usable against many targets.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking to nullify Cover defense on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* The LMG is an uncoventionnal choice for this build due to the steep aim penalty. Sufficently mitigated however (e.g Mind Merge + Holo Rounds), the resulting damage will put most other offensive builds to shame.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Gunner (Bullet Wizard)===&lt;br /&gt;
The Mayhem Gunner build focuses on debuffing and crowd control through &#039;&#039;Suppression&#039;&#039; boosted by &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Shredder&#039;&#039; to allow other squad members to provide more accurate and damaging fire. With &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Danger Zone&#039;&#039; from the LMG, the Gunner can suppress and debuff entire groups of ennemies; denting targets and pinning them down if in cover. The cooldown turn of &#039;&#039;Suppression&#039;&#039; can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful if innacurate (&#039;&#039;Flush&#039;&#039; is advised) shredding shot to a target. While slow, this build can fix this problem thanks to a great freedom in terms of equipment choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Debuffer Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Penetrator  -&amp;gt;  Holo Rounds -&amp;gt; Shredder -&amp;gt; Lock n&#039; Load or First Aid -&amp;gt; Extra Conditioning or Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Penetrator (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shredder (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Alien trophy, Respirator Implant, Proximity Sensor/Extrasensory Vest, Walking Servos, Medikit.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* First Aid can picked over Lock N&#039; Load to offer some more staying power to the squad.&lt;br /&gt;
* Extra Conditioning offers some added mobility. Bring &#039;Em On might up suppressive fire damage by a few points if enough opponents are visible.&lt;br /&gt;
* Predictive Tracking is a good choice for the &#039;&#039;Suppression&#039;&#039; reaction shot and the boost to &#039;&#039;Flush&#039;&#039; Damage&lt;br /&gt;
* This build has the particularity to be very stat-independant, even Gunners cursed by low stat totals are salvageable as a Mayhem Gunner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=105709</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=105709"/>
		<updated>2022-01-19T22:40:11Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Grenadier Rocketeer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket Launcher, Extra Rocket, Javelin Rocket. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Bombard (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+3 | aimtotal=+10 | mobtotal=- | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Role: Crowd Control / Cover Destruction / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Rocketeer&#039;s tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It&#039;s always best for Rocketeers to fire with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer&#039;s armament can literally blow up an aggressor&#039;s position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target.&lt;br /&gt;
&lt;br /&gt;
Note that if you are playing without Red Fog, then the Rocketeer&#039;s tactical potential will be considerably stunted.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Light &#039;Em Up Rocketeer===&lt;br /&gt;
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039; - which allows tagging two targets - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Ranger&#039;&#039; makes the build quite close in use to the Infantry class when rockets are on cooldown, albeit with noticably less mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Light &#039;Em Up Build:&lt;br /&gt;
&#039;&#039;Light &#039;Em Up -&amp;gt; Holo Rounds or Bring &#039;Em On -&amp;gt; Ranger-&amp;gt; Shock And Awe -&amp;gt; HEAT Warheads or Fragmentation -&amp;gt; Lock N&#039; Load&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Light &#039;Em Up (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Arc rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy Bipod/Neural Gunlink(psi), extra rocket .&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Access to Light &#039;Em Up and Ranger makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat as the class doesn&#039;t have access to secondary weapons. &lt;br /&gt;
* Holo Rounds can be switched out for Bring &#039;Em On for added offensive punch at the cost of utility. This switch is best left to very good aim rolls (~80 - 85 after initial promotion)&lt;br /&gt;
* HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* Officer and Psi are both a good way to round out this build&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Smoke and Mirrors Rocketeer===&lt;br /&gt;
The S&amp;amp;M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is however mitigated by the longest support grenades throws in the game thanks to a high HP growth and &#039;&#039;Bombard&#039;&#039;. Consequently, this build can use Concussion and Acid grenades from extended ranges to safely debuff dangerous targets. Early access to &#039;&#039;Packmaster&#039;&#039; allows up to 6 of these throws for some good staying power in longer missions. Finally, rockets are always a good fallback if the use of support grenades isn&#039;t optimal during a turn.&lt;br /&gt;
&lt;br /&gt;
Sample Smoke and Mirrors Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Packmaster -&amp;gt; Bombard-&amp;gt; Shock And Awe -&amp;gt; HEAT Warheads or Fragmentation -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bombard (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Extra rocket, Elerium Emitters(psi), Medkits, Walker Servos.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.&lt;br /&gt;
* Smoke grenades can be used better by other classes - although they stay a safe and reliable option and still profit from the extended range of the build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grenadier Rocketeer===&lt;br /&gt;
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented or dead in the aftermath. The low mobility of the class is however worsened by the heavy weight of explosive equipment. Moreover, this build is left with no useful options once that equipment runs out and is thus a good candidate for psi training.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Ranger or Bombard -&amp;gt; Danger Zone or Packmaster -&amp;gt; Shock and Awe -&amp;gt; HEAT Warhead or Fragmentation or Tandem Warheads -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bombard (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}} {{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, SMG(no steadying for rockets)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, Alien/plasma grenades, extra Rocket, AP grenades, Walker Servos .&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* Ranger can be picked over Bombard if mobility and damage is preferred over throwing distance.&lt;br /&gt;
* Danger Zone vs Packmaster is a tough choice which boils down to a decision beween quality and quantity of grenades.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. Tandem Warheads is good to pair up with Danger Zone. HEAT Warheads will offer a straightforward damage increase to explosives, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* A prime candidate for psi training for some more useful options.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=105708</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=105708"/>
		<updated>2022-01-19T22:39:24Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Grenadier Rocketeer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket Launcher, Extra Rocket, Javelin Rocket. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Bombard (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+3 | aimtotal=+10 | mobtotal=- | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Role: Crowd Control / Cover Destruction / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Rocketeer&#039;s tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It&#039;s always best for Rocketeers to fire with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer&#039;s armament can literally blow up an aggressor&#039;s position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target.&lt;br /&gt;
&lt;br /&gt;
Note that if you are playing without Red Fog, then the Rocketeer&#039;s tactical potential will be considerably stunted.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Light &#039;Em Up Rocketeer===&lt;br /&gt;
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039; - which allows tagging two targets - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Ranger&#039;&#039; makes the build quite close in use to the Infantry class when rockets are on cooldown, albeit with noticably less mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Light &#039;Em Up Build:&lt;br /&gt;
&#039;&#039;Light &#039;Em Up -&amp;gt; Holo Rounds or Bring &#039;Em On -&amp;gt; Ranger-&amp;gt; Shock And Awe -&amp;gt; HEAT Warheads or Fragmentation -&amp;gt; Lock N&#039; Load&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Light &#039;Em Up (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Arc rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy Bipod/Neural Gunlink(psi), extra rocket .&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Access to Light &#039;Em Up and Ranger makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat as the class doesn&#039;t have access to secondary weapons. &lt;br /&gt;
* Holo Rounds can be switched out for Bring &#039;Em On for added offensive punch at the cost of utility. This switch is best left to very good aim rolls (~80 - 85 after initial promotion)&lt;br /&gt;
* HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* Officer and Psi are both a good way to round out this build&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Smoke and Mirrors Rocketeer===&lt;br /&gt;
The S&amp;amp;M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is however mitigated by the longest support grenades throws in the game thanks to a high HP growth and &#039;&#039;Bombard&#039;&#039;. Consequently, this build can use Concussion and Acid grenades from extended ranges to safely debuff dangerous targets. Early access to &#039;&#039;Packmaster&#039;&#039; allows up to 6 of these throws for some good staying power in longer missions. Finally, rockets are always a good fallback if the use of support grenades isn&#039;t optimal during a turn.&lt;br /&gt;
&lt;br /&gt;
Sample Smoke and Mirrors Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Packmaster -&amp;gt; Bombard-&amp;gt; Shock And Awe -&amp;gt; HEAT Warheads or Fragmentation -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bombard (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Extra rocket, Elerium Emitters(psi), Medkits, Walker Servos.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.&lt;br /&gt;
* Smoke grenades can be used better by other classes - although they stay a safe and reliable option and still profit from the extended range of the build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grenadier Rocketeer===&lt;br /&gt;
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented or dead in the aftermath. The low mobility of the class is however worsened by the heavy weight of explosive equipment. Moreover, this build is left with no useful options once that equipment runs out and is thus a good candidate for psi training.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Ranger or Bombard -&amp;gt; Danger Zone or Packmaster -&amp;gt; Shock and Awe -&amp;gt; HEAT Warhead or Fragmentation or Tandem Warheads -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bombard (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}} {{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, SMG(no steadying for rockets)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, Alien/plasma grenades, extra Rocket, AP grenades, Walker Servos .&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* Ranger can be picked over Bombard if mobility and damage is preferred over throwing distance.&lt;br /&gt;
* Danger Zone vs Packmaster is a tough choice which boils down to a decision beween quality and quantity of grenades.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. Tandem Warheads is good to pair up with Danger Zone. HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* A prime candidate for psi training for some more useful options.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=105707</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=105707"/>
		<updated>2022-01-19T22:38:37Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Grenadier Rocketeer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket Launcher, Extra Rocket, Javelin Rocket. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Bombard (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+3 | aimtotal=+10 | mobtotal=- | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Role: Crowd Control / Cover Destruction / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Rocketeer&#039;s tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It&#039;s always best for Rocketeers to fire with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer&#039;s armament can literally blow up an aggressor&#039;s position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target.&lt;br /&gt;
&lt;br /&gt;
Note that if you are playing without Red Fog, then the Rocketeer&#039;s tactical potential will be considerably stunted.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Light &#039;Em Up Rocketeer===&lt;br /&gt;
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039; - which allows tagging two targets - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Ranger&#039;&#039; makes the build quite close in use to the Infantry class when rockets are on cooldown, albeit with noticably less mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Light &#039;Em Up Build:&lt;br /&gt;
&#039;&#039;Light &#039;Em Up -&amp;gt; Holo Rounds or Bring &#039;Em On -&amp;gt; Ranger-&amp;gt; Shock And Awe -&amp;gt; HEAT Warheads or Fragmentation -&amp;gt; Lock N&#039; Load&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Light &#039;Em Up (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Arc rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy Bipod/Neural Gunlink(psi), extra rocket .&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Access to Light &#039;Em Up and Ranger makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat as the class doesn&#039;t have access to secondary weapons. &lt;br /&gt;
* Holo Rounds can be switched out for Bring &#039;Em On for added offensive punch at the cost of utility. This switch is best left to very good aim rolls (~80 - 85 after initial promotion)&lt;br /&gt;
* HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* Officer and Psi are both a good way to round out this build&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Smoke and Mirrors Rocketeer===&lt;br /&gt;
The S&amp;amp;M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is however mitigated by the longest support grenades throws in the game thanks to a high HP growth and &#039;&#039;Bombard&#039;&#039;. Consequently, this build can use Concussion and Acid grenades from extended ranges to safely debuff dangerous targets. Early access to &#039;&#039;Packmaster&#039;&#039; allows up to 6 of these throws for some good staying power in longer missions. Finally, rockets are always a good fallback if the use of support grenades isn&#039;t optimal during a turn.&lt;br /&gt;
&lt;br /&gt;
Sample Smoke and Mirrors Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Packmaster -&amp;gt; Bombard-&amp;gt; Shock And Awe -&amp;gt; HEAT Warheads or Fragmentation -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bombard (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Extra rocket, Elerium Emitters(psi), Medkits, Walker Servos.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.&lt;br /&gt;
* Smoke grenades can be used better by other classes - although they stay a safe and reliable option and still profit from the extended range of the build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grenadier Rocketeer===&lt;br /&gt;
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented or dead in the aftermath. The low mobility of the class is however worsened by the heavy weight of explosive equipment. Moreover, this build is left with no useful options once that equipment runs out and is thus a good candidate for psi training.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Ranger or Bombard -&amp;gt; Danger Zone or Packmaster -&amp;gt; Shock and Awe -&amp;gt; HEAT Warhead or Fragmentation or Tandem Warheads -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bombard (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}} {{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, SMG(no steadying for rockets)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, Alien/plasma grenades, extra Rocket, AP grenades, Walker Servos .&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* Ranger can be picked over Bombard if mobility is preferred over throwing distance.&lt;br /&gt;
* Danger Zone vs Packmaster is a tough choice which boils down to a decision beween quality and quantity of grenades.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. Tandem Warheads is good to pair up with Danger Zone. HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* A prime candidate for psi training for some more useful options.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=105706</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=105706"/>
		<updated>2022-01-19T22:38:25Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Grenadier Rocketeer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket Launcher, Extra Rocket, Javelin Rocket. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Danger Zone (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Bombard (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (58%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (57%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (57%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+2 | rank1-aim=+6 | rank1-mob=- | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=+1 | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+3 | aimtotal=+10 | mobtotal=- | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Role: Crowd Control / Cover Destruction / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Rocketeer&#039;s tactical role is best described as a support weapon. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control given enough time. Their starting &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It&#039;s always best for Rocketeers to fire with a steadied weapon, but firing with two AP in a pinch is still effective if the target area is at mid-range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate towards the rear of the squad, safe from any flanks or incoming fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers do not benefit from a high aim stat and generally stay still to fire their weapon. Given that the rocketeer&#039;s armament can literally blow up an aggressor&#039;s position, positioning and therefore mobility is also generally unnecessary for this class, aside from a clear line of firing to the target.&lt;br /&gt;
&lt;br /&gt;
Note that if you are playing without Red Fog, then the Rocketeer&#039;s tactical potential will be considerably stunted.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Light &#039;Em Up Rocketeer===&lt;br /&gt;
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039; - which allows tagging two targets - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Ranger&#039;&#039; makes the build quite close in use to the Infantry class when rockets are on cooldown, albeit with noticably less mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Light &#039;Em Up Build:&lt;br /&gt;
&#039;&#039;Light &#039;Em Up -&amp;gt; Holo Rounds or Bring &#039;Em On -&amp;gt; Ranger-&amp;gt; Shock And Awe -&amp;gt; HEAT Warheads or Fragmentation -&amp;gt; Lock N&#039; Load&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Light &#039;Em Up (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Arc rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy Bipod/Neural Gunlink(psi), extra rocket .&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Access to Light &#039;Em Up and Ranger makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat as the class doesn&#039;t have access to secondary weapons. &lt;br /&gt;
* Holo Rounds can be switched out for Bring &#039;Em On for added offensive punch at the cost of utility. This switch is best left to very good aim rolls (~80 - 85 after initial promotion)&lt;br /&gt;
* HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* Officer and Psi are both a good way to round out this build&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Smoke and Mirrors Rocketeer===&lt;br /&gt;
The S&amp;amp;M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is however mitigated by the longest support grenades throws in the game thanks to a high HP growth and &#039;&#039;Bombard&#039;&#039;. Consequently, this build can use Concussion and Acid grenades from extended ranges to safely debuff dangerous targets. Early access to &#039;&#039;Packmaster&#039;&#039; allows up to 6 of these throws for some good staying power in longer missions. Finally, rockets are always a good fallback if the use of support grenades isn&#039;t optimal during a turn.&lt;br /&gt;
&lt;br /&gt;
Sample Smoke and Mirrors Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Packmaster -&amp;gt; Bombard-&amp;gt; Shock And Awe -&amp;gt; HEAT Warheads or Fragmentation -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Packmaster  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bombard (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Extra rocket, Elerium Emitters(psi), Medkits, Walker Servos.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.&lt;br /&gt;
* Smoke grenades can be used better by other classes - although they stay a safe and reliable option and still profit from the extended range of the build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grenadier Rocketeer===&lt;br /&gt;
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented or dead in the aftermath. The low mobility of the class is however worsened by the heavy weight of explosive equipment. Moreover, this build is left with no useful options once that equipment runs out and is thus a good candidate for psi training.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Ranger or Bombard -&amp;gt; Danger Zone or Packmaster -&amp;gt; Shock and Awe -&amp;gt; HEAT Warhead or Fragmentation or Tandem Warheads -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bombard (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Danger Zone (LWR)|align=center|topbotpad=7}} {{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, SMG(no steadying for rockets)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, Alien/plasma grenades, extra Rocket, AP grenades, Walker Servos .&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* Ranger can be picked over Bombard if mobility is preferred over throwing distance.&lt;br /&gt;
* Danger Zone vs Packmaster is a tough choice which boils down to an decision beween quality and quantity of grenades.&lt;br /&gt;
* The Gunnery Sergeant perks are all viable. Tandem Warheads is good to pair up with Danger Zone. HEAT Warheads will offer a straightforward damage increase to rockets, especially against mechs or sturdy biologicals in cover. Fragmentation is less reliable but a lucky roll can swing fights in your favor.&lt;br /&gt;
* A prime candidate for psi training for some more useful options.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105705</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105705"/>
		<updated>2022-01-19T22:33:45Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Support Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with support grenades.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice to add even more team support or single target debuffing. It will also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* On close quarter maps this build can choose to use a shotgun or a SMG, disregarding &#039;&#039;Bullseye&#039;&#039; entirely for some more flanking power.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105704</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105704"/>
		<updated>2022-01-19T22:33:21Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Support Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with support grenades.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi is a strong choice to add even more team support or single target debuffing. Psi also unlocks the use of Psi grenades, Elerium Emitters and Mimic Beacons for some more exotic support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* On close quarter maps this build can choose to use a shotgun or a SMG, disregarding &#039;&#039;Bullseye&#039;&#039; entirely for some more flanking power.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=105703</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=105703"/>
		<updated>2022-01-19T22:09:30Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Tank Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=+0.6 | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=+0.6 | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=+0.6 | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+5 | mobtotal=+0.6 | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense, Tank&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. &#039;&#039;Low Profile&#039;&#039; (bundled with &#039;&#039;Run and Gun&#039;&#039;) coupled with the close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&amp;amp;G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Tenacious Defense-&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression -&amp;gt; Sprinter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG. Secondary Sawed-off/autopistol if mobility allows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Targeting Module/Reaper Ammo, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.&lt;br /&gt;
*Killer instinct allows for some beefy crits. Ranger gives unconditionnal damage with a small boost to mobility and no aim penalties for your secondaries.&lt;br /&gt;
*A Psi gifted soldier will enjoy the added utility as well as the enhanced stats from Inner Fire.&lt;br /&gt;
*Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;HEAT Warheads&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk, psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger -&amp;gt; Rapid Fire -&amp;gt; Heat Warheads-&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The AP grenades can arguably be switched out for another item of choice if needed.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with &#039;&#039;Close Combat Specialist&#039;&#039; to good effect. This does severely limit its effective fighting range however, and on an  open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Tenacious Defense -&amp;gt; Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Brawler -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward ennemies for more uptime on &#039;&#039;Close Combat Specialist&#039;&#039;. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build&#039;s capabilities  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=105702</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=105702"/>
		<updated>2022-01-19T22:08:45Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Tank Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=+0.6 | rank1-will=+3-9&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=+0.6 | willtotal=+5-15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=+0.6 | rank1-will=+6 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+5 | mobtotal=+0.6 | willtotal=+10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense, Tank&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. &#039;&#039;Low Profile&#039;&#039; (bundled with &#039;&#039;Run and Gun&#039;&#039;) coupled with the close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&amp;amp;G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Tenacious Defense-&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression -&amp;gt; Sprinter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG. Secondary Sawed-off/autopistol if mobility allows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Targeting Module/Reaper Ammo, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.&lt;br /&gt;
*Killer instinct allows for some beefy crits. Ranger gives unconditionnal damage with a small boost to mobility and no aim penalties for your secondaries.&lt;br /&gt;
*A Psi gifted soldier will enjoy the added utility as well as the enhanced stats from Inner Fire.&lt;br /&gt;
*Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;HEAT Warheads&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk, psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger -&amp;gt; Rapid Fire -&amp;gt; Heat Warheads-&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The AP grenades can arguably be switched out for another item of choice if needed.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with &#039;&#039;Close Combat Specialist&#039;&#039; to good effect. This does severely limit its effective fighting range however, and on an  open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Tenacious Defense -&amp;gt; Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Brawler -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Lock n&#039; Load allows a free reload while sprinting toward ennemies for more uptime on CCS. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build&#039;s capabilities  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105701</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105701"/>
		<updated>2022-01-19T22:03:52Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Double Tap Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with support grenades.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* On close quarter maps this build can choose to use a shotgun or a SMG, disregarding &#039;&#039;Bullseye&#039;&#039; entirely for some more flanking power.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105700</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105700"/>
		<updated>2022-01-19T22:02:11Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Double Tap Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with support grenades.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105699</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105699"/>
		<updated>2022-01-19T22:00:47Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Double Tap Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with support grenades.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, SMG, Shotgun, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105698</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105698"/>
		<updated>2022-01-19T21:58:30Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with support grenades.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105697</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105697"/>
		<updated>2022-01-19T21:56:34Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Grenadier Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105696</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105696"/>
		<updated>2022-01-19T21:55:37Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Support Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Mechanic&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target or repair a friendly Mech. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105695</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105695"/>
		<updated>2022-01-19T21:54:32Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Double Tap Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target when a support grenade is not needed. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039;&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105694</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105694"/>
		<updated>2022-01-19T21:53:36Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Double Tap Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target when a support grenade is not needed. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;&#039;Mechanic&#039; and &#039;&#039;Master Mechanic&#039;&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105693</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105693"/>
		<updated>2022-01-19T21:53:10Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Double Tap Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target when a support grenade is not needed. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;Mechanic&#039; and &#039;Master Mechanic&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105692</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=105692"/>
		<updated>2022-01-19T21:52:09Z</updated>

		<summary type="html">&lt;p&gt;Eliwoodno: /* Double Tap Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 3 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;, and +1 penetration vs. mechanical units.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Sapper (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Danger Zone (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+3-9 | rank1-mob=- | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim= | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim= | rank5-mob=- | rank5-will=+0-2&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+5-15 | mobtotal=- | willtotal=+7-23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+6 | rank1-mob=- | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim= | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim= | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+10 | mobtotal=- | willtotal=+15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their &#039;&#039;&#039;Grenadier&#039;&#039;&#039; doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineers explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Tandem Warheads -&amp;gt;  Mayhem -&amp;gt; Master Mechanic -&amp;gt; Packmaster or Sapper -&amp;gt; Danger Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Danger Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, SMG, Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Packmaster can be replaced with Sapper to forego quantity for quality of grenades. Sapper significantly improves grenades with added armor piercing as well as more cover-destroying and disorienting potential.&lt;br /&gt;
* Good Psi candidate for some more useful options.&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews the explosive lethality of the previous build for a dedicated support Engineer. It focuses on the use of reaction immune support grenades such as Smoke, Concussion or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing +60 total defence to physical and psionic attacks as well as 20% extra DR. &#039;&#039;Holo Rounds&#039;&#039; adds reliable utility to assist the rest of the squad in hitting a target when a support grenade is not needed. Overall this is a very specialized build that has no offensive power of its own but will help keep a squad safe in dire situations. Even more support options can be achieved through Psi training for added power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades/Psi grenades(psi), Acid grenades, Elerium Emitters(psi), Psi frayer(psi), Mimic Beacons(psi) &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Psi training is a strong choice thanks to a high will growth that will enable strong debuffing and support options.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early damage boost from &#039;&#039;Bring Em&#039; On&#039;&#039; and good accuracy thanks to &#039;&#039;Bullseye&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move agressively to deliver two flanking shots to an unwary alien. &#039;Mechanic&#039; and &#039;Master Mechanic&#039; boost offensive potential against Mechs which can be further increased if needed with an Arc Rifle (which comes with added utility in &#039;&#039;Disabling Shot&#039;&#039;). This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Bring Em&#039; On or Holo Rounds-&amp;gt;  Bullseye -&amp;gt; Master Mechanic -&amp;gt; Lock N&#039; Load -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Scope/Neural gunlink(psi), AP ammo, High Cap Mags/Drum Mags&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Holo Rounds is a possible choice if in need of utility or if the Engineer badly rolled in aim.&lt;br /&gt;
* Psi, Gene Mods and Officers are all viable enhancement paths .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Eliwoodno</name></author>
	</entry>
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