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	<updated>2026-05-01T07:08:49Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&amp;diff=84552</id>
		<title>Psi Operative (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LW2)&amp;diff=84552"/>
		<updated>2017-04-11T11:01:31Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading. Remove when tree updated to 1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Psi Operative:&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp&lt;br /&gt;
&lt;br /&gt;
==Abilities (As of LW2 Version 1.2)==&lt;br /&gt;
{{Psi Tree (LW2)&lt;br /&gt;
|Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Initiate2={{Fortress (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Telepath&lt;br /&gt;
|Subclass2= Resonate&lt;br /&gt;
|Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Adept1={{Soul Steal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Adept2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Disciple1={{Schism (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Disciple2={{Stasis (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Mystic1={{Sustain (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Warlock2={{Stasis Shield (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Magus1={{Null Lance (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Magus2={{Bastion (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Master1={{Void Rift (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Master2={{Domination (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (Psi)(LW2)&lt;br /&gt;
| i_health0     = 1&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_psiOffense0 = 45&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_psiOffense1 = 4&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_psiOffense2 = 4&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_psiOffense3 = 4&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_psiOffense4 = 4&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_psiOffense5 = 4&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_psiOffense6 = 4&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
| i_psiOffense7 = 4&lt;br /&gt;
}}&lt;br /&gt;
This class gains no Strength&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference&lt;br /&gt;
:Base training = 3/4/4/4 days&lt;br /&gt;
:Scalar = 7/8/10/10 days&lt;br /&gt;
&lt;br /&gt;
Examples using Commander/Legend ranks&lt;br /&gt;
&lt;br /&gt;
If the soldier is the same rank as the ability, it will take 4 days to train.&lt;br /&gt;
&lt;br /&gt;
If the soldier is 1 rank below the ability, it will take 4+10*1 = 14 days to train.&lt;br /&gt;
&lt;br /&gt;
If the soldier is 6 ranks below the ability, it will take 4+10*6 = 64 days to train.&lt;br /&gt;
&lt;br /&gt;
*A scientist staffing the Psi Lab will reduce training time by 50%&lt;br /&gt;
&lt;br /&gt;
If a psi solder is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from his/her mission.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
Soul Fire -&amp;gt; Soul Steal&lt;br /&gt;
&lt;br /&gt;
Insanity -&amp;gt; Schism&lt;br /&gt;
&lt;br /&gt;
Mind Merge -&amp;gt; Soul Merge&lt;br /&gt;
&lt;br /&gt;
Stasis -&amp;gt; Sustain&lt;br /&gt;
&lt;br /&gt;
Fortress + Solace -&amp;gt; Bastion&lt;br /&gt;
&lt;br /&gt;
Fortress + Mindmerge -&amp;gt; Fuse&lt;br /&gt;
&lt;br /&gt;
Stasis + Fortress -&amp;gt; Stasis Shield&lt;br /&gt;
&lt;br /&gt;
Soulfire + Stasis -&amp;gt; Null Lance&lt;br /&gt;
&lt;br /&gt;
Insanity + Soulfire + Solace -&amp;gt; Void Rift&lt;br /&gt;
&lt;br /&gt;
Mind Merge + Stasis + Insanity -&amp;gt; Domination&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=84551</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=84551"/>
		<updated>2017-04-11T11:01:12Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading. Remove when tree updated to 1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical &amp;quot;cover-busting&amp;quot; and &amp;quot;crowd control&amp;quot; support during firefights.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
;Primary: &lt;br /&gt;
&#039;&#039;[[Assault Rifle]](Default), [[SMG]] or [[Shotgun]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Secondary:&lt;br /&gt;
&#039;&#039;[[Gauntlet]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.&lt;br /&gt;
&lt;br /&gt;
==Branches==&lt;br /&gt;
Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn&#039;t penalize their mobility.&lt;br /&gt;
&lt;br /&gt;
Technical&#039;s are 10% more expensive for infiltration due to their decidedly non-civilian gear.&lt;br /&gt;
&lt;br /&gt;
;Left branch&lt;br /&gt;
&amp;quot;Rocketeer&amp;quot; type Technicals (Left branch) focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
;Right branch&lt;br /&gt;
&amp;quot;Fireman&amp;quot; type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
;Center branch&lt;br /&gt;
Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|Subclass1=Rocketeer&lt;br /&gt;
|Subclass2=Fireman&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Roust (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Burnout (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Firestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 1&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 1&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=84550</id>
		<title>Specialist (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=84550"/>
		<updated>2017-04-11T11:00:51Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading. Remove when tree updated to 1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gremlin&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding a optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Aid Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Hack (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Medic&lt;br /&gt;
|Subclass2=Hacker&lt;br /&gt;
|LCorporal1={{Medical Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Revival Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Interference (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Airdrop (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Field Surgeon (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Failsafe (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Savior (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Trojan (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Scanning Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Threat Assessment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Restoration (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Full Override (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 40&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
== Perk Details ==&lt;br /&gt;
* Due to a current bug, in order to keep a mec from a Full Override hack, the mission must be one where you can keep corpses. Verify?&lt;br /&gt;
* Once you have researched plasma grenades, airdrop will begin dropping them instead of frag grenades.&lt;br /&gt;
* Haywire Protocol/Full Override:&lt;br /&gt;
** A control-hacked turret has its Action Points available starting on the current turn.&lt;br /&gt;
** A control-hacked MEC (that is not a turret) will have its Action Points available starting on the following turn.&lt;br /&gt;
* Trojan does not apply to hacks via Squadsight. (this bug [http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=21&amp;amp;t=24610#p36421 will probably be fixed with 1.3])&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sharpshooter_(LW2)&amp;diff=84549</id>
		<title>Sharpshooter (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sharpshooter_(LW2)&amp;diff=84549"/>
		<updated>2017-04-11T11:00:17Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading. Remove when tree updated to 1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Our Sharpshooters engage enemy targets with pinpoint accuracy from extreme range. They may also be trained as designated marksmen, forgoing long-range capabilities for mobility.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: Primary: Sniper Rifle; Secondary: Holotargeter&lt;br /&gt;
&lt;br /&gt;
Long War 2 Sharpshooters are quite similar to their vanilla counterparts, but with two major changes. Sharpshooters now carry a Holotargeter, which boosts aim of all units on a target until the end of the turn. It can be used at Squadsight range, and only requires one action to use, so is an option after moving. Pistols are available as utility slot items, as they are for all soldiers, but the vanilla talents that specialize in pistol use are largely available in the Advanced Warfare Center instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper&amp;quot; type Sharpshooters (Left branch) function best in the back lines and high above ground, singling out and executing single targets in devastating attacks, but suffer from a lack of flexible move-and-attack options and a need to remain just within squadsight range to consistently land critical hits.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marksman&amp;quot; type Sharpshooters (Right branch) actively move and seek out flanks on the enemy, exploiting the power of the Snap Shot perk to enable penalty free firing after movement, but lack the Sniper&#039;s ability to largely disregard cover and range when firing from ideal positions.&lt;br /&gt;
&lt;br /&gt;
Sharpshooters can also train extensively in the use of their Holotargeters in the center branch, and can use them to expose entire enemy groups to accurate fire from the rest of the Sharpshooter&#039;s squad; for these selfless soldiers, the rifle is often an afterthought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Holo Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Squadsight (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Sniper&lt;br /&gt;
|Subclass2=Marksman&lt;br /&gt;
|LCorporal1={{Death From Above (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Rapid Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Snap Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{HiDef Holo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Precision Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Long Watch (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Phantom (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Deadshot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Independent Tracking (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Conceal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Kubikuri (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Multitargeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Hunter&#039;s Instincts (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Double Tap (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Alpha Mike Foxtrot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Serial (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 4&lt;br /&gt;
| i_will0       = 3&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 3&lt;br /&gt;
| i_will1       = 3&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 4&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 1&lt;br /&gt;
| i_offense3    = 3&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 4&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 3&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 4&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 3&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=84548</id>
		<title>Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=84548"/>
		<updated>2017-04-11T10:59:47Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading. Remove when tree updated to 1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Ranger is the master of the rifle and may be trained to use it in offensive and defensive capacities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun&lt;br /&gt;
&lt;br /&gt;
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infantry&amp;quot; type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Defender&amp;quot; type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can&#039;t be reloaded.&lt;br /&gt;
&lt;br /&gt;
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital &amp;quot;Tactical Sense&amp;quot; perk, to help protect your Leader investment.&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Point Blank (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Both Barrels (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Light &#039;Em Up (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Infantry&lt;br /&gt;
|Subclass2=Defender&lt;br /&gt;
|LCorporal1={{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Pump Action (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Executioner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Rapid Reaction (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 3&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 3&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 2 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Covering Fire reaction shots against enemies in cover will respect that cover in to-hit calculations.&lt;br /&gt;
* Rapid Reaction does not trigger on reaction shots from using Suppression.&lt;br /&gt;
* Rapid Reaction triggers on a graze.&lt;br /&gt;
* Locked On works with reaction fire shots.&lt;br /&gt;
* Ever Vigilant is canceled by free actions, including Open/Close Door and Free Reload.&lt;br /&gt;
* Ever Vigilant is canceled by loot pickups.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(LW2)&amp;diff=84547</id>
		<title>Gunner (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(LW2)&amp;diff=84547"/>
		<updated>2017-04-11T10:59:25Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading. Remove when tree updated to 1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gunner is trained to use heavy automatic weapons, able to cover the squad with suppressive fire or inflict significant damage in direct attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gunner: Primary: Cannon; Secondary: Combat Knife&lt;br /&gt;
&lt;br /&gt;
Gunners are akin to vanilla Grenadiers that have specialized in Cannon use. They have a number of perks related to the cannon and suppression (with Suppression and Area Suppression as baseline class abilities).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Saw Gunner&amp;quot; specialized Gunners (Left branch) invest in the raw direct damage potential of the cannon, essentially becoming a mobile heavy rifleman that can exploit a single target with multiple or unavoidable attacks, but have less raw battle control potential when using their weapons to suppress the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Machine Gunner&amp;quot; specialized Gunners (Right branch) behave as mid-line fire support soldiers with enhanced and highly effective suppressive fire, capable of pinning an enemy squad down and victimizing any enemies dumb or desperate enough to try and break cover, but do not share in the raw single target damage potential of their SAW counterparts.&lt;br /&gt;
&lt;br /&gt;
Cannons have an aim penalty at very short range, so Gunners carry a combat knife for close in defense. Gunners also enjoy many options in the Center branch for improving their survivability and utility in combat, allowing them to share the frontline with Assaults and Rangers without breaking a sweat.&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Knife Fighter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Area Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=SAW Gunner&lt;br /&gt;
|Subclass2=Machinegunner&lt;br /&gt;
|LCorporal1={{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Combatives (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Lockdown (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Iron Curtain (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Demolition (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Chain Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Mayhem (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Cyclic Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Danger Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Saturation Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Traverse Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 3&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 3&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 3 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=84546</id>
		<title>Grenadier (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=84546"/>
		<updated>2017-04-11T10:59:00Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading. Remove when tree updated to 1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Serving as our demolitions experts, the Grenadiers provide heavy ordnance delivery whenever and wherever we need it. They may also specialize in support grenades to protect our troops and disable our enemies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenadier: Primary: Rifle(default), SMG or Shotgun; Secondary: Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
The Grenadier is a versatile fire-support class that leans much more heavily on its grenade launcher than the Vanilla Grenadier to influence the battle. While they can cart an impressive amount of grenades, care must be take to ensure they are not exposed to heavy enemy attack when heavily specialized in them, as they tend not to have inventory room for protective vests or plating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boomer&amp;quot; type Grenadiers (Left branch) are demolition experts, capable of breaking any enemy position with a well placed grenade, but have less to offer squadmates in need of cover or concealment, as well as limited utility once their grenades run out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Support&amp;quot; type Grenadiers (Right branch) deploy non-lethal grenades to awe-inspiring effect, capable of bringing an entire alien squad to their knees (literally) with Sting grenades or shielding allies from effective enemy fire with Dense Smoke and Ghost Grenades, but are less capable when raw damage is called for.&lt;br /&gt;
&lt;br /&gt;
Grenadiers can carry a standard rifle, shotgun, or SMG for regular combat, and some center branch perks improve the primary weapon&#039;s utility and the Grenadier&#039;s personal defenses. Consider these perks if you want to deploy the soldier in the front line of a battle rather than the middle or back lines, or have the Grenadier be an effective threat once his/her grenades are expended.&lt;br /&gt;
&lt;br /&gt;
Grenadier&#039;s are 20% more expensive than standard for infiltration. Consider swapping out a Grenadier for a less explosive class (or equipping them with an SMG) if you need to trim a few hours off your infiltration timer.&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1= &lt;br /&gt;
|Squaddie2={{Launch Grenade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3= &lt;br /&gt;
|Subclass1=Boomer&lt;br /&gt;
|Subclass2=Support&lt;br /&gt;
|LCorporal1={{Sapper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Needle Grenades (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Heavy Ordinance (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Protector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Boosted Cores (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Bluescreen Bombs (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{HEAT Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Tandem Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Sting Grenades (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Chain Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Dense Smoke (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Ghost Grenade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Combat Engineer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Full Kit (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 1&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 1&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 3 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=84545</id>
		<title>Assault (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=84545"/>
		<updated>2017-04-11T10:56:55Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading. Remove when tree updated to 1.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Assault serves as our primary close range unit, able to push in close and hold the line.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Primary: Rifle, SMG or Shotgun (default); Secondary: Arc Thrower&lt;br /&gt;
&lt;br /&gt;
The Assault class is specialised in mobility and dealing damage with guns. They are somewhat akin to a shotgun-using vanilla Ranger, but with more emphasis on damage and without the sword, or stealth skills.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Raider&amp;quot; type Assaults (Left branch) excel at achieving and exploiting flanks on enemy positions, clearing out groups of lightly-armored hostiles or single well-armored hostiles with their various special shotgun attacks, but will need supporting fire from allies to help cover them, as their innate defenses may not be enough to withstand a counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Breacher&amp;quot; type Assaults (Right branch) are XCOM&#039;s ideal front line, capable of plunging into the heart of an enemy formation and weathering enemy reprisals long enough for the rest of the Assault&#039;s squad to wipe out the enemy, but alone may struggle to confront multiple hostiles, particularly at range.&lt;br /&gt;
&lt;br /&gt;
Assaults carry Arc Throwers as their secondary weapon. These have normal (rifle) range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most. Arc throwers will stun for two actions which is one turn on most enemies, the cooldown of the arc thrower is two turns which will allow enemies a single turn of activity before you can re-attempt another stun.&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Run and Gun (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Stun (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Raider&lt;br /&gt;
|Subclass2=Breacher&lt;br /&gt;
|LCorporal1={{Slug Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Electroshock (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Lightning Reflexes (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Trench Gun (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Arc Pulser (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Killer Instinct (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Stun Gunner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Extra Conditioning (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Hit and Run (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Close Encounters (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Close Combat Specialist (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Untouchable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Street Sweeper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Chain Lightning (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Lethal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| s_type        = soldier&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_psiOffense0 = &lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_psiOffense1 = &lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_psiOffense2 = &lt;br /&gt;
| i_health3     = 1&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_psiOffense3 = &lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_psiOffense4 = &lt;br /&gt;
| i_health5     = 1&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_psiOffense5 = &lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_psiOffense6 = &lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
| i_psiOffense7 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84544</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84544"/>
		<updated>2017-04-11T10:56:16Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added version note to Abilities subheading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
;Primary:&lt;br /&gt;
&#039;&#039;Rifle, SMG or Shotgun&#039;&#039;&lt;br /&gt;
;Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shinobis provide excellent flank security and forward recon, screening out accidental, unwanted activations and ensuring the only enemies who spot you are the ones you’re ready to kill. Their stealth means they’re also capable of taking on some mission types entirely on their own, though the all-or-nothing stakes of dodging patrols or dying alone makes solo sneaking an approach not for the faint of heart. The Shinobi tree is littered with tempting combat-focused perks that sound excitingly effective, so it’s important we understand the real strength of the class—&#039;&#039;&#039;Concealment&#039;&#039;&#039; is absurd. Other classes can compete with and surpass the damage or defensive capability of even the most combat-oriented Shinobi, but none can compare to their mastery over the art of invisible.&lt;br /&gt;
&lt;br /&gt;
==Branches==&lt;br /&gt;
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.&lt;br /&gt;
&lt;br /&gt;
;Left branch&lt;br /&gt;
&amp;quot;Saboteur&amp;quot; type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.&lt;br /&gt;
;Right branch&lt;br /&gt;
&amp;quot;Kenshi&amp;quot; type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.&lt;br /&gt;
;Center branch&lt;br /&gt;
The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles and Shotguns are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.2) ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie2={{Fleche (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie3={{Slash (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Subclass1=Saboteur&lt;br /&gt;
|Subclass2=Kenshi&lt;br /&gt;
|LCorporal1={{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal2={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Cutthroat (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal1={{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal2={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant1={{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant2={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Blademaster (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt1={{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt2={{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt3={{Bladestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt1={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Coup de Grace (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt1={{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Serial (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt3={{Reaper (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 2&lt;br /&gt;
| i_hacking0    = 5&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 2&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 1&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 1&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 1&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 1&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 1&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 1&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 1&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 0&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 1&lt;br /&gt;
| i_hacking7    = 5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
== Perk Details ==&lt;br /&gt;
* Ghostwalker reduces a solder&#039;s infiltration cost by 2%.&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 25%. The extra infiltration time you’ll save allows you to bring another, more damage-focused class to pick up the Shinobi’s slack while they focus on sneaky recon.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 5%.&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their turn, this can lead to big hits using an officer with command. If the shinobi has to run through fire on their Fleche path, they will not finish the attack before starting to burn (even though the animation plays out).&lt;br /&gt;
* Bladestorm does not trigger on enemies with Shadowstep.&lt;br /&gt;
* Bladestorm can trigger a Muton&#039;s Counter Attack.&lt;br /&gt;
* Shadowstep does not protect the Shinobi from a Muton&#039;s Counter Attack.&lt;br /&gt;
* Lone Wolf does not trigger while Aid Protocol is applied to the Shinobi because the Gremlin is within 7 tiles distance. (this bug will be fixed in 1.3)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LW2)&amp;diff=84431</id>
		<title>Officers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LW2)&amp;diff=84431"/>
		<updated>2017-04-09T21:19:16Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities.&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improves the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
-Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
&lt;br /&gt;
-Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect. This combined with the Lead By Example perk (see below) makes them excellent for kickstarting recruitment new havens, as their officer abilities help make up for your lower numbers on faceless hunts and defense missions.&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the following perks:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Officers can gain the following abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Rank !! !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Second Lieutenant&lt;br /&gt;
| {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| First Lieutenant&lt;br /&gt;
| {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Captain&lt;br /&gt;
| {{Fall Back! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Major&lt;br /&gt;
| {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lieutenant Colonel&lt;br /&gt;
| {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Colonel&lt;br /&gt;
| {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Commander&lt;br /&gt;
| {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are no longer a Rookie. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Good. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. You will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Fall Back&amp;quot; and &amp;quot;Incoming&amp;quot; are two good choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Situational. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets. That being said, if your squad is already loaded in firepower and cover-busting effects, a SAW-specced Gunner can double as an officer without too much trouble. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing you to keep a forward observer Shinobi relevant without breaking their stealth, or simply retain the officer&#039;s stealth during a firefight for use later in a mission. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harms way after completing to the objective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Poor. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;: Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist&#039;&#039;&#039;: Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;: Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, its important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting faceless, so you can quickly sanitize the globe of faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, so its viable but not excellent.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LW2)&amp;diff=84430</id>
		<title>Officers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LW2)&amp;diff=84430"/>
		<updated>2017-04-09T20:14:36Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Candidates for Officer Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities.&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improves the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
-Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
&lt;br /&gt;
-Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect.&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the following perks:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Officers can gain the following abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Rank !! !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Second Lieutenant&lt;br /&gt;
| {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| First Lieutenant&lt;br /&gt;
| {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Captain&lt;br /&gt;
| {{Fall Back! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Major&lt;br /&gt;
| {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lieutenant Colonel&lt;br /&gt;
| {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Colonel&lt;br /&gt;
| {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Commander&lt;br /&gt;
| {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are no longer a Rookie. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Good. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. You will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Fall Back&amp;quot; and &amp;quot;Incoming&amp;quot; are two good choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Situational. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets. That being said, if your squad is already loaded in firepower and cover-busting effects, a SAW-specced Gunner can double as an officer without too much trouble. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing you to keep a forward observer Shinobi relevant without breaking their stealth, or simply retain the officer&#039;s stealth during a firefight for use later in a mission. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harms way after completing to the objective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;: Poor. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;: Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist&#039;&#039;&#039;: Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;: Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, its important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting faceless, so you can quickly sanitize the globe of faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, so its viable but not excellent.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LW2)&amp;diff=84429</id>
		<title>Officers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LW2)&amp;diff=84429"/>
		<updated>2017-04-09T20:10:59Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Overhauled and expanded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Officers are regular soldiers who have received additional training and responsibilities as leaders in the field for XCOM operations. Best used as formal leaders for specific recurring squads, Officers grant important tactical and strategic bonuses for those soldiers, some of which improve the more missions those squad members go on. Bear in mind that only one Officer at a time can serve as a mission leader (the highest ranking Officer, highest combat rank if tied, or highest Will if both ranks are tied); other officers on that mission do not have access to their special abilities.&lt;br /&gt;
&lt;br /&gt;
Even the lowest ranking officer gets access to the powerful &amp;quot;Command&amp;quot; ability, which allows them to grant any ally an additional action at the cost of their own action, as well as the &amp;quot;Intervention&amp;quot; ability, which exchanges your Intel resource for an extension of the mission timer. Well-employed, Officers improves the reliability and survivability of your squad even in the face of unknown, unexpected, or inconvenient factors. There is some selflessness inherent to the Officer&#039;s duty, and use of many of their abilities will cost you opportunities to employ their combat skills at the same time, so make sure the squad you assign them to shores up the officer&#039;s blind spots that emerge from use of their special abilities.&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
&lt;br /&gt;
-Many officer abilities refer to the &amp;quot;Command Range&amp;quot; of an officer; this is an area of effect centered on the officer, inside which these abilities apply, and outside which they do not. The higher ranking the Officer, the larger this area. You can check this ability by pressing the green button on the upper right corner of the command screen, which toggles the display of this area.&lt;br /&gt;
&lt;br /&gt;
-Officers are better than non-officers at rooting out Faceless spies when assigned to Haven Advisor duty. The higher the rank, the stronger this effect.&lt;br /&gt;
&lt;br /&gt;
== Training and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Officers can be trained via the Guerrilla Tactics School, and are unavailable for the duration of the training period (4-12 days depending on level) unless the training is cancelled. Once initially trained, all Officers are automatically granted the following perks:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Take This (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Officers can gain the following abilities as they rank up. An officer&#039;s rank increases as their normal level does. Each new ability must be trained by spending time in the Guerrilla Tactics School.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Rank !! !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Second Lieutenant&lt;br /&gt;
| {{Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Focus Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| First Lieutenant&lt;br /&gt;
| {{Incoming! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Get Some (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Captain&lt;br /&gt;
| {{Fall Back! (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Jammer (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Major&lt;br /&gt;
| {{Lead By Example (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Collector (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Lieutenant Colonel&lt;br /&gt;
| {{Fire Discipline (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Defilade (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Colonel&lt;br /&gt;
| {{Air Controller (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Infiltrator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Commander&lt;br /&gt;
| {{Combined Arms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Scavenger (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Candidates for Officer Training ==&lt;br /&gt;
&lt;br /&gt;
Any soldier class (including Psi Operative) can receive officer training once they are no longer a Rookie. Here are some notes on class suitability for the role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039;: Good. Rangers have access to a variety of defensive perks that can make your officer hard to kill in a fight, and their tendency to already serve in the mid and back lines means that they&#039;re usually well-positioned to catch everyone in their command range and line of sight. You will usually want to favor passive or free action abilities in this officer&#039;s training; &amp;quot;Fall Back&amp;quot; and &amp;quot;Incoming&amp;quot; are two good choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;: Poor. The Assault role is a hazardous job, especially reliant on actions and mobility, and managing the hazards your officers have to deal with is important to keeping them alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunner&#039;&#039;&#039;: Situational. Often times you&#039;d rather have the gunner shooting than barking orders, especially if they&#039;re applying shred to tough targets. That being said, if your squad is already loaded in firepower and cover-busting effects, a SAW-specced Gunner can double as an officer without too much trouble. Like the Ranger, passive and free action abilities are ideal if you want to keep your damage output up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039;: Good. Technicals have access to the largest number of concurrent defensive perks in the game, so even if you&#039;re rushing them forward to flamethrower the enemy, the combination of Formidable, Burnout, Fortify, and Tactical Sense will make your Officer an unappealing target. Also, since the Technical&#039;s trademark weapons are already charge based, doubling them as your officer increases their utility and gives them things to do when heavy weapons are unsuitable for the task at hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinobi&#039;&#039;&#039;: Excellent. Officer abilities do not break concealment when used, allowing you to keep a forward observer Shinobi relevant without breaking their stealth, or simply retain the officer&#039;s stealth during a firefight for use later in a mission. An Officer Shinobi is also the vital half of the Shinobi-Specialist one-two punch that can effortlessly tackle most hacking and prison-break missions, using their Command to get the Specialist or mission package out of harms way after completing to the objective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; Poor. Sharpshooters are either too isolated or too busy shooting to serve as an effective squad leader, and don&#039;t get access to that many defensive perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039; Good. As another class that leans on charge-based core abilities and with some access to defensive perks, Grenadiers benefit nicely from having officer perks, as you don&#039;t always want to solve a problem with a precious grenade, especially on longer missions. Cooldown based abilities, such as Focus Fire, are ideal picks here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist&#039;&#039;&#039; Excellent. Further cementing their identity as toolboxes for any mission, Officer training gives specialists even more options to confront a particular problem, especially tools that don&#039;t drain precious charges. Given how little the Specialist&#039;s primary weapon is employed, little opportunity cost is paid in use of Officer abilities, so go crazy on those action-costing abilities, such as Get Some, Jammer, and particularly Focus Fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Operative&#039;&#039;&#039; Situational. As Psi Operatives will already spend a lot of time &amp;quot;in the tank&amp;quot; training Psionic abilities, further sidelining them for officer training can be a prohibitive opportunity cost. However, its important to note that Psi Operatives ascend their ranks much faster than regular soldier classes, so if you get psionics early, you can quickly get a colonel or field commander trained for some GTS upgrades and strategic benefits. The Officer haven bonus also stacks with the Psi operative haven bonus for detecting faceless, so you can quickly sanitize the globe of faceless spies with these soldiers. On the battlefield, Psi Operatives already have a lot of cooldown-based abilities competing for attention, particularly the ever-valuable Stasis and Mind Merge abilities, so its viable but not excellent.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Death_From_Above_(LW2)&amp;diff=78511</id>
		<title>Template:Death From Above (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Death_From_Above_(LW2)&amp;diff=78511"/>
		<updated>2017-01-31T23:57:51Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_(LW2)&lt;br /&gt;
| s_image = UIPerk deathfromabove.png&lt;br /&gt;
| s_caption = Death From Above&lt;br /&gt;
| s_name = Death From Above&lt;br /&gt;
| s_descr = Killing an enemy at a lower elevation with your primary weapon costs only a single action, and does not end your turn. Cancels Squadsight penalties against lower-elevation targets.&lt;br /&gt;
| s_info = {{ Template:Death From Above (LW2)/Info }}&lt;br /&gt;
| b_name = {{{ b_name | 1 }}}&lt;br /&gt;
| b_descr = {{{ b_descr | 0 }}}&lt;br /&gt;
| b_info = {{{ b_info | 0 }}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War 2)]]&lt;br /&gt;
[[Category: Templates (Long War 2)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=75762</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=75762"/>
		<updated>2017-01-30T10:09:16Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical support during firefights.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rocketeer&amp;quot; type Technicals (Left branch) focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fireman&amp;quot; type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn&#039;t penalize their mobility.&lt;br /&gt;
&lt;br /&gt;
Technical&#039;s are 10% more expensive for infiltration due to their decidedly non-civilian gear.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|Subclass1=Rocketeer&lt;br /&gt;
|Subclass2=Fireman&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal2={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Roust (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal2={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant2={{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Burnout (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt1={{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt3={{Firestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 8 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=75365</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=75365"/>
		<updated>2017-01-28T08:00:35Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical support during firefights.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rocketeer&amp;quot; type Technicals (Left branch) focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fireman&amp;quot; type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
Technical&#039;s are 10% more expensive for infiltration due to their decidedly non-civilian gear.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|Subclass1=Rocketeer&lt;br /&gt;
|Subclass2=Fireman&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Roust (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Burnout (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Firestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 8 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=75364</id>
		<title>Specialist (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=75364"/>
		<updated>2017-01-28T07:59:53Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Edited heading to match ingame text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gremlin&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding a optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Aid Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Hack (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Subclass1=Medic&lt;br /&gt;
|Subclass2=Hacker&lt;br /&gt;
|LCorporal1={{Medical Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Cool Under Pressure (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Revival Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Covering Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Interference (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Field Medic (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Airdrop (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{Field Surgeon (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Failsafe (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Savior (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Sentinel (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Trojan (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Scanning Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Kill Zone (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Threat Assessment (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Restoration (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Full Override (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 5 || 0 || 0 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 1 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0|| 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 3 || 16 || 10 || 0 || 0 || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=75363</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=75363"/>
		<updated>2017-01-28T07:59:06Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Edited heading to match ingame text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary: Rifle, SMG (default) or Shotgun&lt;br /&gt;
* Secondary: Sword&lt;br /&gt;
&lt;br /&gt;
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Saboteur&amp;quot; type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kenshi&amp;quot; type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.&lt;br /&gt;
&lt;br /&gt;
The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles (and even sometimes shotguns) are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie2={{Fleche (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Slash (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Subclass1=Saboteur&lt;br /&gt;
|Subclass2=Kenshi&lt;br /&gt;
|LCorporal1={{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Cutthroat (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Blademaster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Bladestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Coup de Grace (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Serial (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Reaper (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 2 || 4 || 0 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 2 || 16 || 8 || 0 || 10 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
== Perk Details ==&lt;br /&gt;
* Ghostwalker reduces a solder&#039;s infiltration cost by 4%&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 35%.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 4%&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sharpshooter_(LW2)&amp;diff=75362</id>
		<title>Sharpshooter (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sharpshooter_(LW2)&amp;diff=75362"/>
		<updated>2017-01-28T07:58:28Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Edited heading to match ingame text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Our Sharpshooters engage enemy targets with pinpoint accuracy from extreme range. They may also be trained as designated marksmen, forgoing long-range capabilities for mobility.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: Primary: Sniper Rifle; Secondary: Holotargeter&lt;br /&gt;
&lt;br /&gt;
Long War 2 Sharpshooters are quite similar to their vanilla counterparts, but with two major changes. Sharpshooters now carry a Holotargeter, which boosts aim of all units on a target until the end of the turn. It can be used at Squadsight range, and only requires one action to use, so is an option after moving. Pistols are available as utility slot items, as they are for all soldiers, but the vanilla talents that specialize in pistol use are largely available in the Advanced Warfare Center instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper&amp;quot; type Sharpshooters (Left branch) function best in the back lines and high above ground, singling out and executing single targets in devastating attacks, but suffer from a lack of flexible move-and-attack options and a need to remain just within squadsight range to consistently land critical hits.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marksman&amp;quot; type Sharpshooters (Right branch) actively move and seek out flanks on the enemy, exploiting the power of the Snap Shot perk to enable penalty free firing after movement, but lack the Sniper&#039;s ability to largely disregard cover and range when firing from ideal positions.&lt;br /&gt;
&lt;br /&gt;
Sharpshooters can also train extensively in the use of their Holotargeters in the center branch, and can use them to expose entire enemy groups to accurate fire from the rest of the Sharpshooter&#039;s squad; for these selfless soldiers, the rifle is often an afterthought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Holo Targeting (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Squadsight (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Subclass1=Sniper&lt;br /&gt;
|Subclass2=Marksman&lt;br /&gt;
|LCorporal1={{Death From Above (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Rapid Targeting (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Snap Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Damn Good Ground (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{HiDef Holo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Precision Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Long Watch (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Deadshot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{Center Mass (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Independent Tracking (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Stealth (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Aggression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Kubikuri (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Multitargeting (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Double Tap (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Alpha Mike Foxtrot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Serial (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 4 || 3 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 3 || 3 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 2 || 28 || 6 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=75361</id>
		<title>Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=75361"/>
		<updated>2017-01-28T07:57:34Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Edited heading to match ingame text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Ranger is the master of the rifle and may be trained to use it in offensive and defensive capacities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun&lt;br /&gt;
&lt;br /&gt;
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infantry&amp;quot; type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Defender&amp;quot; type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can&#039;t be reloaded.&lt;br /&gt;
&lt;br /&gt;
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital &amp;quot;Tactical Sense&amp;quot; perk, to help protect your Leader investment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Point Blank (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie2={{Both Barrels (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Light &#039;Em Up (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Subclass1=Infantry&lt;br /&gt;
|Subclass2=Defender&lt;br /&gt;
|LCorporal1={{Walk Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Close and Personal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Covering Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Locked On (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Pump Action (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Aggression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Cool Under Pressure (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Grazing Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Bring &#039;Em On (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Ever Vigilant (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Rapid Reaction (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Rupture (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 3 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 1 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 3 || 20 || 8 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 2 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(LW2)&amp;diff=75360</id>
		<title>Gunner (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(LW2)&amp;diff=75360"/>
		<updated>2017-01-28T07:57:00Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Edited heading to match ingame text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gunner is trained to use heavy automatic weapons, able to cover the squad with suppressive fire or inflict significant damage in direct attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gunner: Primary: Cannon; Secondary: Combat Knife&lt;br /&gt;
&lt;br /&gt;
Gunners are akin to vanilla Grenadiers that have specialized in Cannon use. They have a number of perks related to the cannon and suppression (with Suppression and Area Suppression as baseline class abilities).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Saw Gunner&amp;quot; specialized Gunners (Left branch) invest in the raw direct damage potential of the cannon, essentially becoming a mobile heavy rifleman that can exploit a single target with multiple or unavoidable attacks, but have less raw battle control potential when using their weapons to suppress the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Machine Gunner&amp;quot; specialized Gunners (Right branch) behave as mid-line fire support soldiers with enhanced and highly effective suppressive fire, capable of pinning an enemy squad down and victimizing any enemies dumb or desperate enough to try and break cover, but do not share in the raw single target damage potential of their SAW counterparts.&lt;br /&gt;
&lt;br /&gt;
Cannons have an aim penalty at very short range, so Gunners carry a combat knife for close in defense. Gunners also enjoy many options in the Center branch for improving their survivability and utility in combat, allowing them to share the frontline with Assaults and Rangers without breaking a sweat.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Knife Fighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie2={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Area Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Subclass1=SAW Gunner&lt;br /&gt;
|Subclass2=Machinegunner&lt;br /&gt;
|LCorporal1={{Center Mass (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Combatives (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Grazing Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Hail of Bullets (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Lockdown (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Flush (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Iron Curtain (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Demolition (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{Chain Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Mayhem (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Cyclic Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Danger Zone (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Cool Under Pressure (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Saturation Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Traverse Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Rupture (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 3 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 1 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 3 || 20 || 8 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 3 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=75359</id>
		<title>Grenadier (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=75359"/>
		<updated>2017-01-28T07:56:11Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Edited heading to match ingame text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Serving as our demolitions experts, the Grenadiers provide heavy ordnance delivery whenever and wherever we need it. They may also specialize in support grenades to protect our troops and disable our enemies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenadier: Primary: Rifle(default), SMG or Shotgun; Secondary: Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
The Grenadier is a versatile fire-support class that leans much more heavily on its grenade launcher than the Vanilla Grenadier to influence the battle. While they can cart an impressive amount of grenades, care must be take to ensure they are not exposed to heavy enemy attack when heavily specialized in them, as they tend not to have inventory room for protective vests or plating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boomer&amp;quot; type Grenadiers (Left branch) are demolition experts, capable of breaking any enemy position with a well placed grenade, but have less to offer squadmates in need of cover or concealment, as well as limited utility once their grenades run out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Support&amp;quot; type Grenadiers (Right branch) deploy non-lethal grenades to awe-inspiring effect, capable of bringing an entire alien squad to their knees (literally) with Sting grenades or shielding allies from effective enemy fire with Dense Smoke and Ghost Grenades, but are less capable when raw damage is called for.&lt;br /&gt;
&lt;br /&gt;
Grenadiers can carry a standard rifle, shotgun, or SMG for regular combat, and some center branch perks improve the primary weapon&#039;s utility and the Grenadier&#039;s personal defenses. Consider these perks if you want to deploy the soldier in the front line of a battle rather than the middle or back lines, or have the Grenadier be an effective threat once his/her grenades are expended.&lt;br /&gt;
&lt;br /&gt;
Grenadier&#039;s are 20% more expensive than standard for infiltration. Consider swapping out a Grenadier for a less explosive class (or equipping them with an SMG) if you need to trim a few hours off your infiltration timer.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1= &lt;br /&gt;
|Squaddie2={{Launch Grenade (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3= &lt;br /&gt;
|Subclass1=Boomer&lt;br /&gt;
|Subclass2=Support&lt;br /&gt;
|LCorporal1={{Sapper (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Needle Grenades (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Rapid Deployment (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Heavy Ordinance (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Protector (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Boosted Cores (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Bluescreen Bombs (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{HEAT Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Chain Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Sting Grenades (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Dense Smoke (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Volatile Mix (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Bombardier (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Ghost Grenade (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Combat Engineer (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Full Kit (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 8 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 3 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=74393</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=74393"/>
		<updated>2017-01-27T22:05:56Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Technicals carry XCOM&#039;s high impact ordnance in an advanced, miniaturized &amp;quot;Gauntlet&amp;quot;, blasting foes with rockets or burning them with a flamethrower in the same operation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rocketeer&amp;quot; type Technicals (Left branch) focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fireman&amp;quot; type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
Technical&#039;s are 10% more expensive for infiltration due to their decidedly non-civilian gear.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Fireman&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Roust (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Burnout (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Firestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 8 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=74392</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=74392"/>
		<updated>2017-01-27T22:04:56Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Expanded article introduction!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Technicals carry XCOM&#039;s high impact ordnance in an advanced, miniaturized &amp;quot;Gauntlet&amp;quot;, blasting foes with rockets or burning them with a flamethrower in the same operation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rocketeer&amp;quot; type Technicals (Left branch) focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fireman&amp;quot; type Technicals (Right branch) focus on the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
Technical&#039;s are 10% more expensive for infiltration due to their decidedly non-civilian gear.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Fireman&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Roust (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Burnout (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Firestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 8 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=74390</id>
		<title>Specialist (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=74390"/>
		<updated>2017-01-27T21:49:59Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tech Specialists constitute both XCOM&#039;s field medical and cybernetic warfare arms, using their GREMLIN aerial drones to heal allies, disrupt enemies, and achieve mission goals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gremlin&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding a optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Aid Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Hack (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Hacker&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Medical Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Cool Under Pressure (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Revival Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Covering Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Interference (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Field Medic (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Airdrop (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Field Surgeon (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Failsafe (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Savior (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Sentinel (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Trojan (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Scanning Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Kill Zone (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Threat Assessment (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Restoration (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Full Override (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 5 || 0 || 0 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 1 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0|| 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 3 || 16 || 10 || 0 || 0 || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=74384</id>
		<title>Assault (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=74384"/>
		<updated>2017-01-27T21:30:21Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Expanded article introduction! (along with other edits yesterday)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Assault serves as our primary close range unit, able to push in close and hold the line.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Primary: Rifle, SMG or Shotgun (default); Secondary: Arc Thrower&lt;br /&gt;
&lt;br /&gt;
The Assault class is specialised in mobility and dealing damage with guns. They are somewhat akin to a shotgun-using vanilla Ranger, but with more emphasis on damage and without the sword, or stealth skills.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Raider&amp;quot; type Assaults (Left branch) excel at achieving and exploiting flanks on enemy positions, clearing out groups of lightly-armored hostiles or single well-armored hostiles with their various special shotgun attacks, but will need supporting fire from allies to help cover them, as their innate defenses may not be enough to withstand a counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Breacher&amp;quot; type Assaults (Right branch) are XCOM&#039;s ideal front line, capable of plunging into the heart of an enemy formation and weathering enemy reprisals long enough for the rest of the Assault&#039;s squad to wipe out the enemy, but alone may struggle to confront multiple hostiles, particularly at range.&lt;br /&gt;
&lt;br /&gt;
Assaults carry Arc Throwers as their secondary weapon. These have normal range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Squaddie2={{Run and Gun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Stun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Raider&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Breacher&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Slug Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Electroshock (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Lightning Reflexes (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Trench Gun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Arc Pulser (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Close and Personal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Killer Instinct (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Stun Gunner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Extra Conditioning (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Aggression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Hit and Run (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Close Encounters (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Close Combat Specialist (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Untouchable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Street Sweeper (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Chain Lightning (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Lethal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 5 || ? || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 5 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 10 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=74071</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=74071"/>
		<updated>2017-01-27T10:43:15Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Expanded article introduction!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Shinobi are XCOM&#039;s ultimate infiltration experts, penetrating enemy lines covertly to convey vital reconnaissance, ready to exploit the enemy with their blades and SMG&#039;s when the moment emerges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary: Rifle, SMG (default) or Shotgun&lt;br /&gt;
* Secondary: Sword&lt;br /&gt;
&lt;br /&gt;
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Saboteur&amp;quot; type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kenshi&amp;quot; type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.&lt;br /&gt;
&lt;br /&gt;
The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles (and even sometimes shotguns) are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LW2)|text=1}}&lt;br /&gt;
|Squaddie2={{Fleche (LW2)|text=1}}&lt;br /&gt;
|Squaddie3={{Slash (LW2)|text=1}}&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Saboteur&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Kenshi&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Ghostwalker (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Low Profile (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Cutthroat (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Shadowstep (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{Lone Wolf (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Infighter (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Tradecraft (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Hunter&#039;s Instincts (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Blademaster (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Shadowstrike (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Evasive (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Bladestorm (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Covert (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Coup de Grâce (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Conceal (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Serial (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Reaper (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 2 || 4 || 0 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 2 || 16 || 8 || 0 || 10 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Perk Details ==&lt;br /&gt;
* Ghostwalker reduces a solder&#039;s infiltration cost by 4%&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 35%.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 4%&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sharpshooter_(LW2)&amp;diff=74070</id>
		<title>Sharpshooter (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sharpshooter_(LW2)&amp;diff=74070"/>
		<updated>2017-01-27T10:27:30Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Expanded article introduction!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sharpshooters specialize in making single shots count, either by the merit of their own rifles or through spotting enemies with their Holotargeter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: Primary: Sniper Rifle; Secondary: Holotargeter&lt;br /&gt;
&lt;br /&gt;
Long War 2 Sharpshooters are quite similar to their vanilla counterparts, but with two major changes. Sharpshooters now carry a Holotargeter, which boosts aim of all units on a target until the end of the turn. It can be used at Squadsight range, and only requires one action to use, so is an option after moving. Pistols are available as utility slot items, as they are for all soldiers, but the vanilla talents that specialize in pistol use are largely available in the Advanced Warfare Center instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper&amp;quot; type Sharpshooters (Left branch) function best in the back lines and high above ground, singling out and executing single targets in devastating attacks, but suffer from a lack of flexible move-and-attack options and a need to remain just within squadsight range to consistently land critical hits.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marksman&amp;quot; type Sharpshooters (Right branch) actively move and seek out flanks on the enemy, exploiting the power of the Snap Shot perk to enable penalty free firing after movement, but lack the Sniper&#039;s ability to largely disregard cover and range when firing from ideal positions.&lt;br /&gt;
&lt;br /&gt;
Sharpshooters can also train extensively in the use of their Holotargeters in the center branch, and can use them to expose entire enemy groups to accurate fire from the rest of the Sharpshooter&#039;s squad; for these selfless soldiers, the rifle is often an afterthought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Holo Targeting (LW2)|text=1}}&lt;br /&gt;
|Squaddie3={{Squadsight (LW2)|text=1}}&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Marksman&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Death From Above (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Rapid Targeting (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Snap Shot (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Damn Good Ground (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{HiDef Holo (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Precision Shot (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Long Watch (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Phantom (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Deadshot (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Center Mass (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Independent Tracking (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Low Profile (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Stealth (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Aggression (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Kubikuri (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Multitargeting (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Hunter&#039;s Instincts (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Double Tap (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Alpha Mike Foxtrot (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Serial (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 4 || 3 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 3 || 3 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 2 || 28 || 6 || 0 || 0 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=74069</id>
		<title>Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=74069"/>
		<updated>2017-01-27T10:15:43Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rangers are our closest equivalent to classic riflemen soldiers, turning the tide of battle with sheer marksmanship and volume of fire alike.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun&lt;br /&gt;
&lt;br /&gt;
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infantry&amp;quot; type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Defender&amp;quot; type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can&#039;t be reloaded.&lt;br /&gt;
&lt;br /&gt;
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital &amp;quot;Tactical Sense&amp;quot; perk, to help protect your Leader investment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Point Blank (LW2)|text=1}}&lt;br /&gt;
|Squaddie2={{Both Barrels (LW2)|text=1}}&lt;br /&gt;
|Squaddie3={{Light &#039;Em Up (LW2)|text=1}}&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Defender&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Walk Fire (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Close and Personal (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Covering Fire (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Locked On (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{Pump Action (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Suppression (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Aggression (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Cool Under Pressure (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Executioner (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Fortify (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Grazing Fire (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Bring &#039;Em On (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Formidable (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Ever Vigilant (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Rapid Fire (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Rapid Reaction (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Rupture (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=74068</id>
		<title>Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=74068"/>
		<updated>2017-01-27T10:15:34Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Expanded article introduction!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rangers are our closest equivalent to classic riflemen soldiers, turning the tide of battle with sheer marksmanship and volume of fire alike.&#039;&#039;&#039;&lt;br /&gt;
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun&lt;br /&gt;
&lt;br /&gt;
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infantry&amp;quot; type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Defender&amp;quot; type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can&#039;t be reloaded.&lt;br /&gt;
&lt;br /&gt;
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital &amp;quot;Tactical Sense&amp;quot; perk, to help protect your Leader investment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Point Blank (LW2)|text=1}}&lt;br /&gt;
|Squaddie2={{Both Barrels (LW2)|text=1}}&lt;br /&gt;
|Squaddie3={{Light &#039;Em Up (LW2)|text=1}}&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Defender&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Walk Fire (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Close and Personal (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Covering Fire (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Locked On (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{Pump Action (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Suppression (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Aggression (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Cool Under Pressure (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Executioner (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Fortify (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Grazing Fire (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Bring &#039;Em On (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Formidable (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Ever Vigilant (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Rapid Fire (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Rapid Reaction (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Rupture (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(LW2)&amp;diff=74067</id>
		<title>Gunner (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(LW2)&amp;diff=74067"/>
		<updated>2017-01-27T09:59:13Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Expanded article introduction!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Gunners are the key to achieving fire superiority in a gunfight, burying enemy positions under both suppressive and effective fire from their Cannons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gunner: Primary: Cannon; Secondary: Combat Knife&lt;br /&gt;
&lt;br /&gt;
Gunners are akin to vanilla Grenadiers that have specialized in Cannon use. They have a number of perks related to the cannon and suppression (with Suppression and Area Suppression as baseline class abilities).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Saw Gunner&amp;quot; specialized Gunners (Left branch) invest in the raw direct damage potential of the cannon, essentially becoming a mobile heavy rifleman that can exploit a single target with multiple or unavoidable attacks, but have less raw battle control potential when using their weapons to suppress the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Machine Gunner&amp;quot; specialized Gunners (Right branch) behave as mid-line fire support soldiers with enhanced and highly effective suppressive fire, capable of pinning an enemy squad down and victimizing any enemies dumb or desperate enough to try and break cover, but do not share in the raw single target damage potential of their SAW counterparts.&lt;br /&gt;
&lt;br /&gt;
Cannons have an aim penalty at very short range, so Gunners carry a combat knife for close in defense. Gunners also enjoy many options in the Center branch for improving their survivability and utility in combat, allowing them to share the frontline with Assaults and Rangers without breaking a sweat.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Knife Fighter (LW2)|text=1}}&lt;br /&gt;
|Squaddie2={{Suppression (LW2)|text=1}}&lt;br /&gt;
|Squaddie3={{Area Suppression (LW2)|text=1}}&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;SAW Gunner&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Machinegunner&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Center Mass (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Combatives (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Grazing Fire (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Hail of Bullets (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{Shredder (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Lockdown (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Flush (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Iron Curtain (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Demolition (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Chain Shot (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Mayhem (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Cyclic Fire (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Danger Zone (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Cool Under Pressure (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Saturation Fire (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Rapid Fire (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Traverse Fire (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Rupture (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=74066</id>
		<title>Grenadier (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=74066"/>
		<updated>2017-01-27T09:42:22Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Grenadier supplies indirect fire support for the squad, delivering a variety of lethal and nonlethal grenade payloads on grateful allies or bunched-up enemies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenadier: Primary: Rifle(default), SMG or Shotgun; Secondary: Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
The Grenadier is a versatile fire-support class that leans much more heavily on its grenade launcher than the Vanilla Grenadier to influence the battle. While they can cart an impressive amount of grenades, care must be take to ensure they are not exposed to heavy enemy attack when heavily specialized in them, as they tend not to have inventory room for protective vests or plating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boomer&amp;quot; type Grenadiers (Left branch) are demolition experts, capable of breaking any enemy position with a well placed grenade, but have less to offer squadmates in need of cover or concealment, as well as limited utility once their grenades run out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Support&amp;quot; type Grenadiers (Right branch) deploy non-lethal grenades to awe-inspiring effect, capable of bringing an entire alien squad to their knees (literally) with Sting grenades or shielding allies from effective enemy fire with Dense Smoke and Ghost Grenades, but are less capable when raw damage is called for.&lt;br /&gt;
&lt;br /&gt;
Grenadiers can carry a standard rifle, shotgun, or SMG for regular combat, and some center branch perks improve the primary weapon&#039;s utility and the Grenadier&#039;s personal defenses. Consider these perks if you want to deploy the soldier in the front line of a battle rather than the middle or back lines, or have the Grenadier be an effective threat once his/her grenades are expended.&lt;br /&gt;
&lt;br /&gt;
Grenadier&#039;s are 20% more expensive than standard for infiltration. Consider swapping out a Grenadier for a less explosive class (or equipping them with an SMG) if you need to trim a few hours off your infiltration timer.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Squaddie2={{Launch Grenade (LW2)|text=1}}&lt;br /&gt;
|Squaddie3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Boomer&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Sapper (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Needle Grenades (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Rapid Deployment (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Heavy Ordinance (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{Formidable (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Protector (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Boosted Cores (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Bluescreen Bombs (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{HEAT Warheads (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Chain Shot (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Sting Grenades (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Biggest Booms (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Tandem Warheads (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Dense Smoke (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Volatile Mix (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Bombardier (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Ghost Grenade (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Combat Engineer (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Salvo (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Full Kit (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=74065</id>
		<title>Grenadier (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=74065"/>
		<updated>2017-01-27T09:40:42Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Grenadier supplies indirect fire support for the squad, delivering a variety of lethal and nonlethal grenade payloads on grateful allies or bunched-up enemies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenadier: Primary: Rifle(default), SMG or Shotgun; Secondary: Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
The Grenadier is a versatile fire-support class that leans much more heavily on its grenade launcher than the Vanilla Grenadier to influence the battle. While they can cart an impressive amount of grenades, care must be take to ensure they are not exposed to heavy enemy attack when heavily specialized in them, as they tend not to have inventory room for protective vests or plating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boomer&amp;quot; type Grenadiers (Left branch) are demolition experts, capable of breaking any enemy position with a well placed grenade, but have less to offer squadmates in need of cover or concealment, as well as limited utility once their grenades run out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Support&amp;quot; type Grenadiers (Right branch) deploy non-lethal grenades to awe-inspiring effect, capable of bringing an entire alien squad to their knees (literally) with Sting grenades or shielding allies from effective enemy fire with Dense Smoke and Ghost Grenades, but are less capable when raw damage is called for.&lt;br /&gt;
&lt;br /&gt;
Grenadiers can carry a standard rifle, shotgun, or SMG for regular combat, and some center branch perks improve the primary weapon&#039;s utility and the Grenadier&#039;s personal defenses. Consider these perks if you want to deploy the soldier in the front line of a battle rather than the middle or back lines.&lt;br /&gt;
&lt;br /&gt;
Grenadier&#039;s are 20% more expensive than standard for infiltration. Consider swapping out a Grenadier for a less explosive class (or equipping them with an SMG) if you need to trim a few hours off your infiltration timer.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Squaddie2={{Launch Grenade (LW2)|text=1}}&lt;br /&gt;
|Squaddie3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Boomer&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Sapper (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Needle Grenades (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Rapid Deployment (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Heavy Ordinance (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{Formidable (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Protector (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Boosted Cores (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Bluescreen Bombs (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{HEAT Warheads (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Chain Shot (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Sting Grenades (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Biggest Booms (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Tandem Warheads (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Dense Smoke (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Volatile Mix (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Bombardier (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Ghost Grenade (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Combat Engineer (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Salvo (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Full Kit (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=74064</id>
		<title>Grenadier (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=74064"/>
		<updated>2017-01-27T09:40:20Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Expanded article introduction!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Grenadier supplies indirect fire support for the squad, delivering a variety of lethal and nonlethal grenade payloads on grateful allies or bunched-up enemies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenadier: Primary: Rifle(default), SMG or Shotgun; Secondary: Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
The Grenadier is a versatile fire-support class that leans much heavily on its grenade launcher than the Vanilla Grenadier to influence the battle. While they can cart an impressive amount of grenades, care must be take to ensure they are not exposed to heavy enemy attack when heavily specialized in them, as they tend not to have inventory room for protective vests or plating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boomer&amp;quot; type Grenadiers (Left branch) are demolition experts, capable of breaking any enemy position with a well placed grenade, but have less to offer squadmates in need of cover or concealment, as well as limited utility once their grenades run out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Support&amp;quot; type Grenadiers (Right branch) deploy non-lethal grenades to awe-inspiring effect, capable of bringing an entire alien squad to their knees (literally) with Sting grenades or shielding allies from effective enemy fire with Dense Smoke and Ghost Grenades, but are less capable when raw damage is called for.&lt;br /&gt;
&lt;br /&gt;
Grenadiers can carry a standard rifle, shotgun, or SMG for regular combat, and some center branch perks improve the primary weapon&#039;s utility and the Grenadier&#039;s personal defenses. Consider these perks if you want to deploy the soldier in the front line of a battle rather than the middle or back lines.&lt;br /&gt;
&lt;br /&gt;
Grenadier&#039;s are 20% more expensive than standard for infiltration. Consider swapping out a Grenadier for a less explosive class (or equipping them with an SMG) if you need to trim a few hours off your infiltration timer.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Squaddie2={{Launch Grenade (LW2)|text=1}}&lt;br /&gt;
|Squaddie3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Boomer&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Sapper (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Needle Grenades (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Rapid Deployment (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Heavy Ordinance (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{Formidable (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Protector (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Boosted Cores (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Bluescreen Bombs (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{HEAT Warheads (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Chain Shot (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Sting Grenades (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Biggest Booms (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Tandem Warheads (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Dense Smoke (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Volatile Mix (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Bombardier (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Ghost Grenade (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Combat Engineer (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Salvo (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Full Kit (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=74063</id>
		<title>Assault (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=74063"/>
		<updated>2017-01-27T09:16:13Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Assault serves as our primary close range unit, able to push in close and hold the line.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Primary: Rifle, SMG or Shotgun (default); Secondary: Arc Thrower&lt;br /&gt;
&lt;br /&gt;
The Assault class is specialised in mobility and dealing damage with guns. They are somewhat akin to a shotgun-using vanilla Ranger, but with more emphasis on damage and without the sword, or stealth skills.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Raider&amp;quot; type Assaults (Left branch) excel at achieving and exploiting flanks on enemy positions, clearing out groups of lightly-armored hostiles or single well-armored hostiles with their various special shotgun attacks, but will need supporting fire from allies to help cover them, as their innate defenses may not be enough to withstand a counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Breacher&amp;quot; type Assaults (Right branch) are XCOM&#039;s ideal front line, capable of plunging into the heart of an enemy formation and weathering enemy reprisals long enough for the rest of the Assault&#039;s squad to wipe out the enemy, but alone may struggle to confront multiple hostiles, particularly at range.&lt;br /&gt;
&lt;br /&gt;
Assaults carry Arc Throwers as their secondary weapon. These have normal range penalties, giving shotgun equipped Assaults an nonlethal option for use at range, stunning organic targets if it hits them. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;!-- The periods &#039;&#039;&#039;.&#039;&#039;&#039; below are placeholders, text coming soon --&amp;gt;&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Squaddie2={{Run and Gun (LW2)|text=1}}&lt;br /&gt;
|Squaddie3={{Stun (LW2)|text=1}}&lt;br /&gt;
|SquaddieE1= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE2= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|SquaddieE3= &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
|Subclass1= &#039;&#039;&#039;Raider&#039;&#039;&#039;&lt;br /&gt;
|Subclass2= &#039;&#039;&#039;Breacher&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Slug Shot (LW2)|text=1}}&lt;br /&gt;
|LCorporal2={{Electroshock (LW2)|text=1}}&lt;br /&gt;
|LCorporal3={{Lightning Reflexes (LW2)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Corporal1={{Trench Gun (LW2)|text=1}}&lt;br /&gt;
|Corporal2={{Arc Pulser (LW2)|text=1}}&lt;br /&gt;
|Corporal3={{Close and Personal (LW2)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Killer Instinct (LW2)|text=1}}&lt;br /&gt;
|Sergeant2={{Stun Gunner (LW2)|text=1}}&lt;br /&gt;
|Sergeant3={{Fortify (LW2)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgt1={{Extra Conditioning (LW2)|text=1}}&lt;br /&gt;
|StaffSgt2={{Aggression (LW2)|text=1}}&lt;br /&gt;
|StaffSgt3={{Formidable (LW2)|text=1}}&lt;br /&gt;
|StaffSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|StaffSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Hit and Run (LW2)|text=1}}&lt;br /&gt;
|TechSgt2={{Rapid Fire (LW2)|text=1}}&lt;br /&gt;
|TechSgt3={{Close Encounters (LW2)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LW2)|text=1}}&lt;br /&gt;
|GunSgt2={{Close Combat Specialist (LW2)|text=1}}&lt;br /&gt;
|GunSgt3={{Untouchable (LW2)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgt1={{Street Sweeper (LW2)|text=1}}&lt;br /&gt;
|MSgt2={{Chain Lightning (LW2)|text=1}}&lt;br /&gt;
|MSgt3={{Lethal (LW2)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 5 || ? || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 5 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 10 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=60704</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=60704"/>
		<updated>2014-11-03T11:02:29Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Walker Servos, Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN_LEAP.png|32px|center]]&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot on an exposed or flanked target does not cost an action. Does not work on targets in flight. Cannot combine with Run and Gun.&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Mobility, +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line Assault&#039;&#039;&#039; - Balanced damage build for early assaults with balanced stats (particularly good mobility). Deploy with most squads, particularly on missions where you expect close quarters combat to either be advantageous or necessary (council missions, terror missions)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. As for Steadfast: consider ranking the assault for later MEC conversion if their base will is perilously low; refer to another build for tanky psi assaults that can make use of Steadfast&#039;s bonus will.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for the bonus defense, which Assaults will need, as they will draw plenty of fire. Only grab &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; for a line assault if your pistol production is advanced enough.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility and the bonus Will. Since Run and Gun is more of a problem solver than a build focus, Rapid Fire will only be more efficient than Close Encounters once every three turns. You will also usually be operating a close range, and sometimes will not be able to muster a flanking shot at close range, making Hit &amp;amp; Run more useful for rifle assaults and covert operatives.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; to improve survivability and overall stats. Killer Instinct-fueled crits only come up ever three or more turns, making it a less efficient buy. Assaults usually deal enough raw damage via double-shots and crits that Ranger isn&#039;t necessary.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to improve ability to close to Close Encounters range and carry heavy armor/lots of heavy items. This assault build doesn&#039;t make heavy use of expanded crit chance, and Extra Conditioning with Resilience at MSGT should be sufficient tankiness.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to complete the durability package. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; to help confirm kills. Only take Lightning Reflexes for this build if you&#039;re low on effective Scouts in the organization.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;R&amp;amp;G Operative&#039;&#039;&#039; - Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; if you want to use your operative/assault as utility while waiting for R&amp;amp;G to come off cool-down. OR &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; when you want to use your operative as a close-in damage threat for alien missions (be wary, as this can backfire on covert operatives if CCS procs deplete all your ammo before a turn which you planned to use R&amp;amp;G to trip a comm relay). Take &#039;&#039;&#039;Steadfast&#039;&#039;&#039; if your assault operative has low will and you do not want to risk them panicking to a light wound.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have a consistent secondary damage source on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; for shots of opportunity, OR &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, as Run and Gun is central to this covert operative&#039;s strategy and Rapid Fire can be used with it.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; to make Rapid Fire R&amp;amp;G crits seriously hurt. Consider &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; if you need the slight bonus mobility. Ranger does not enhance pistols.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&amp;amp;G cooldown). Any perk is a good choice here otherwise.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative builds are generally self explanatory (machine pistol, alloy plating and a grenade). As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and gunslinger. Heavy armor (Titan and/or Archangel) as this assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric skin (bonus visiblity at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=59879</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=59879"/>
		<updated>2014-10-09T08:54:44Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Walker Servos, Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Aim, +1 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Limited-use items in your inventory receive additional uses.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line Assault&#039;&#039;&#039; - Balanced damage build for early assaults with balanced stats (particularly good mobility). Deploy with most squads, particularly on missions where you expect close quarters combat to either be advantageous or necessary (council missions, terror missions)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. As for Steadfast: consider ranking the assault for later MEC conversion if their base will is perilously low; refer to another build for tanky psi assaults that can make use of Steadfast&#039;s bonus will.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for the bonus defense, which Assaults will need, as they will draw plenty of fire. Only grab &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; for a line assault if your pistol production is advanced enough.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility. Since Run and Gun is more of a problem solver than a build focus, Rapid Fire will only be more efficient than Close Encounters once every three turns.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; to improve survivability in light of not taking Extra Conditioning. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;re finding that you&#039;re not dealing quite enough damage (remember the damage reduction penalty on shotguns; procure Breaching Rounds to solve that.). Killer Instinct-fueled crits only come up ever three or more turns, making it a less efficient buy.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to improve ability to close to Close Encounters range and carry heavy armor/lots of heavy items. This assault build doesn&#039;t make heavy use of expanded crit chance or limited-use items.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to complete the durability package. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; to help confirm kills. Only take Lightning Reflexes for this build if you&#039;re low on effective Scouts in the organization.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;R&amp;amp;G Operative&#039;&#039;&#039; - Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; if you want to use your operative/assault as utility while waiting for R&amp;amp;G to come off cool-down. OR &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; when you want to use your operative as a close-in damage threat for alien missions.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have a secondary damage source on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; as a core perk, as Run and Gun is central to this covert operative&#039;s strategy and Rapid Fire can be used with it. Extra Conditioning only grants one HP for covert operatives thanks to their basic armor.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; to make Rapid Fire R&amp;amp;G crits seriously hurt. Consider &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; if you prefer more conservative use of Run and Gun.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&amp;amp;G cooldown). Any perk is a good choice here otherwise.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative builds are generally self explanatory (machine pistol, alloy plating and a grenade). As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and gunslinger. Heavy armor (Titan and/or Archangel) as this assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric skin (bonus visiblity at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=59869</id>
		<title>Infantry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=59869"/>
		<updated>2014-10-09T04:14:50Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 aim and +10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Never panics as a result of allies panicking or getting wounded or kill.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +1 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +2 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resillience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 21&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 25&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 assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Leader/Crit Infantry&#039;&#039;&#039; - Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim, deploy with most squads on missions with low-moderate enemy counts. Also makes great officer material due to heavy reliance on primary weapon.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional damage per turn. Pistols don&#039;t deal enough damage (especially early on) to usually justify boosting for infantry, and most of your shots won&#039;t be from Overwatch.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. OR &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; if the trooper has low mobility and thus can&#039;t always exploit full cover.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets. OR &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; on early officers when you don&#039;t have many ammo upgrades, although reloading provides a great excuse to change cover!&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Bring em&#039; On&#039;&#039;&#039; to help confirm kills when first fighting a pod. OR &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; if you&#039;re grooming a future Field Commander officer.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus stats and protection for the officer, especially if running the combat rush genemod over secondary heart. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and will and would rather increase potential damage by a further 4/turn.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Support&#039;&#039;&#039; - Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Aggression&#039;&#039;&#039; to improve odds of a reaction shot critting. &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats, movement, and survivability. &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.&lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=59868</id>
		<title>Infantry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=59868"/>
		<updated>2014-10-09T04:11:06Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 aim and +10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Never panics as a result of allies panicking or getting wounded or kill.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +1 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +2 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resillience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 21&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 25&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 assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Leader/Crit Infantry&#039;&#039;&#039; - Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim, deploy with most squads on missions with low-moderate enemy counts. Also makes great officer material due to heavy reliance on primary weapon.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional damage per turn. Pistols don&#039;t deal enough damage (especially early on) to usually justify boosting for infantry, and most of your shots won&#039;t be from Overwatch.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. OR &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; if the trooper has low mobility and thus can&#039;t always exploit full cover.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets. OR &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; on early officers when you don&#039;t have many ammo upgrades, although reloading provides a great excuse to change cover!&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Bring em&#039; On&#039;&#039;&#039; to help confirm kills when first fighting a pod. OR &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; if you&#039;re grooming a future Field Commander officer.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus stats and protection for the officer, especially if running the combat rush genemod over secondary heart. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and will and would rather increase potential damage by a further 4-turn.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy is great). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Support&#039;&#039;&#039; - Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Aggression&#039;&#039;&#039; to improve odds of a reaction shot critting. &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats, movement, and survivability. &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.&lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact). No core gene mods apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=59867</id>
		<title>Infantry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=59867"/>
		<updated>2014-10-09T04:10:50Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added sample builds section, with two builds populating it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 aim and +10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Never panics as a result of allies panicking or getting wounded or kill.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +1 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +2 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resillience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 21&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 25&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 assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Leader/Crit Infantry&#039;&#039;&#039; - Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim, deploy with most squads on missions with low-moderate enemy counts. Also makes great officer material due to heavy reliance on primary weapon.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional damage per turn. Pistols don&#039;t deal enough damage (especially early on) to usually justify boosting for infantry, and most of your shots won&#039;t be from Overwatch.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. OR &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; if the trooper has low mobility and thus can&#039;t always exploit full cover.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets. OR &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; on early officers when you don&#039;t have many ammo upgrades, although reloading provides a great excuse to change cover!&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Bring em&#039; On&#039;&#039;&#039; to help confirm kills when first fighting a pod. OR &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; if you&#039;re grooming a future Field Commander officer.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus stats and protection for the officer, especially if running the combat rush genemod over secondary heart. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and will and would rather increase potential damage by a further 4-turn.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size. Archangel armor (Aegis beforehand) for mobility and cover-agnosticism (getting a reliable +20% accuracy is great). Scope and Laser sight to counter Heavy Rifle aim penalty; situational third item if available.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Neural Dampening (psi training impossible/undesirable on this build anyway), Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad), either skin mod, and Adaptive Bone Marrow (reduced wound time great for officers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Support&#039;&#039;&#039; Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Aggression&#039;&#039;&#039; to improve odds of a reaction shot critting. &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats, movement, and survivability. &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.&lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact). No core gene mods apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59866</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59866"/>
		<updated>2014-10-09T02:51:17Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded CQB-Flank Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.), particularly before advanced MECs are available.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly, and a flying gunner with tac sense packs an unflankable +60 Defense (+20 TS, +30 Flying, +10 Archangel Armor).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, mobility, aim, and will.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin (Damage Reduction), Smart Macrophages (Healing more efficient), Secondary Heart (Minimum strategic impact if knocked out mid-battle), and Smart Bone Marrow (Faster Wound Recovery). No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59865</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59865"/>
		<updated>2014-10-09T02:48:36Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded CQB-Flank Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.), particularly before advanced MECs are available.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, mobility, aim, and will.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin (Damage Reduction), Smart Macrophages (Healing more efficient), Secondary Heart (Minimum strategic impact if knocked out mid-battle), and Smart Bone Marrow (Faster Wound Recovery). No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59864</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59864"/>
		<updated>2014-10-09T02:42:05Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded CQB-Flank Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.), particularly before advanced MECs are available.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, mobility, aim, and will.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin, Smart Macrophages, Secondary Heart, and Smart Bone Marrow. No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59863</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59863"/>
		<updated>2014-10-09T02:40:21Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded CQB Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.), particularly before advanced MECs are available.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, along with several bonus stats.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin, Smart Macrophages, Secondary Heart, and Smart Bone Marrow. No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59862</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59862"/>
		<updated>2014-10-09T02:37:58Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, along with several bonus stats.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin, Smart Macrophages, Secondary Heart, and Smart Bone Marrow. No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59861</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59861"/>
		<updated>2014-10-09T02:37:05Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, along with several bonus stats.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin, Smart Macrophages, Secondary Heart, and Smart Bone Marrow. No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59860</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59860"/>
		<updated>2014-10-09T02:36:36Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, along with several bonus stats.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin, Smart Macrophages, Secondary Heart, and Smart Bone Marrow. No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59859</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59859"/>
		<updated>2014-10-09T02:34:59Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: Added Sample Builds section, with three builds populating it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.)&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly.&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice.&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, along with several bonus stats.&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
Gene mod Iron Skin, Smart Macrophages, Secondary Heart, and Smart Bone Marrow. No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59858</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=59858"/>
		<updated>2014-10-09T01:38:58Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&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 akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EXALT_Units_(Long_War)&amp;diff=59857</id>
		<title>EXALT Units (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EXALT_Units_(Long_War)&amp;diff=59857"/>
		<updated>2014-10-09T01:20:42Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Elite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EXALT units are largely unchanged from their vanilla incarnation in terms of behaviour, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.&lt;br /&gt;
&lt;br /&gt;
EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT&#039;s laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon&#039;s dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired.&lt;br /&gt;
&lt;br /&gt;
Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their elite operatives can easily boast as much health as an experienced XCOM operative in heavy armour and have a similar array of perks available.&lt;br /&gt;
&lt;br /&gt;
As a final note- EXALT will not do an instant and complete switch to Elite units. At first, their elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite.&lt;br /&gt;
&lt;br /&gt;
==Operative==&lt;br /&gt;
Standard EXALT operative. Armed with a ballistic rifle and high-explosive grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Opportunist, Aggression, Tactical Sense, Suppression, Bring &#039;Em On, Lightning Reflexes, Resilience, Light &#039;Em Up&lt;br /&gt;
===Elite===&lt;br /&gt;
Armed with a laser rifle, alien grenade, and basic gene mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Grenadier, Opportunist, Aggression, Lightning Reflexes, Bombardier, Resilience, Light &#039;Em Up, Sharpshooter, Covering Fire, Suppression, Tactical Sense&lt;br /&gt;
==Sniper==&lt;br /&gt;
Frequently one of the least dangerous agent types, simply because EXALT agents like to get up close and personal with the objectives- an area in which sniper rifles perform extremely poorly, especially in Long War. Expect trouble if you are running a Covert Extraction mission or there are other EXALT agents on the objective during Data Recovery, though, as snipers will be less inclined to move around and more liable to start shooting effectively.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Sharpshooter, Low Profile, Squadsight, Aggression, Executioner, In The Zone&lt;br /&gt;
===Elite===&lt;br /&gt;
Elite Snipers use a beam laser sniper rifle, but are otherwise fairly unremarkable. Be wary of them when encountered during missions against the aliens; they are more capable of devastating standoff fire since they don&#039;t have a objective to rush for and will generally have very high chances to crit thanks to their perk lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Squadsight, Sharpshooter, Aggression, Lone Wolf, Mayhem, In The Zone, Bring &#039;Em On, Combined Arms, Low Profile&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Heavily armed, EXALT&#039;s Heavy troopers present a significant threat to your units, especially since they can possess the HEAT Ammo/Warheads perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Grenadier, Danger Zone, Light &#039;Em Up, Will To Survive, HEAT Ammo, Mayhem, Javelin Rockets&lt;br /&gt;
===Elite===&lt;br /&gt;
Swapping their ballistic LMG for a laser model, and packing an alien grenade, Elite Heavies are even more dangerous. They also gain the Iron Skin genemod as before, reducing damage taken by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Danger Zone, Javelin Rockets, Light &#039;Em Up, Grenadier, Will To Survive, HEAT Ammo, Mayhem, Bombardier, Rocketeer, Tactical Sense, &lt;br /&gt;
==Medic==&lt;br /&gt;
EXALT medics function much the same as their regular counterpart. They can deploy smoke and heal allies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Tactical Sense, Sprinter, Savior, Opportunist, Regeneration, Sentinel&lt;br /&gt;
===Elite===&lt;br /&gt;
Medics, but better. They have a wider array of perks at their disposal, on top of the Regen Pheromones genemod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Suppression, Tactical Sense, Dense Smoke, Sprinter, Regeneration, Savior, Opportunist, Low Profile, Sentinel, Light &#039;Em Up&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EXALT_Units_(Long_War)&amp;diff=59856</id>
		<title>EXALT Units (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EXALT_Units_(Long_War)&amp;diff=59856"/>
		<updated>2014-10-09T01:20:12Z</updated>

		<summary type="html">&lt;p&gt;Jafar Ironclad: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EXALT units are largely unchanged from their vanilla incarnation in terms of behaviour, though like Aliens, they gain progressive health, damage, and accuracy increases over time, and can also gain new perks.&lt;br /&gt;
&lt;br /&gt;
EXALT personnel start out using basic ballistic weaponry equivalent to your own, but eventually upgrade to Beam Laser weapons. Unlike vanilla, EXALT&#039;s laser weapons have self-destruct dead-switch systems built in. It should be noted that if the operator is hit with a powerful electrical shock, such as the Arc Thrower, then the weapon&#039;s dead-switch is disabled, and thus it can be retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired.&lt;br /&gt;
&lt;br /&gt;
Commanders should beware that EXALT units can now spawn in alien missions later in the game, immediately given away by the regular EXALT static-filled chatter. They may also spawn as the Scout/Navigator unit for alien pods, and EXALT pods in alien missions can be led by aliens. The implications are clear; EXALT cells have begun working with the aliens openly, or the aliens are mind-controlling EXALT personnel. Either way, be careful; EXALT agents may not progress past beam laser weapons, but their elite operatives can easily boast as much health as an experienced XCOM operative in heavy armour and have a similar array of perks available.&lt;br /&gt;
&lt;br /&gt;
As a final note- EXALT will not do an instant and complete switch to Elite units. At first, their elites will pop up in fairly small groups, maybe one or two pods per Covert Op. Eventually, however, almost every EXALT agent on a given operation will be an Elite.&lt;br /&gt;
&lt;br /&gt;
==Operative==&lt;br /&gt;
Standard EXALT operative. Armed with a ballistic rifle and high-explosive grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Opportunist, Aggression, Tactical Sense, Suppression, Bring &#039;Em On, Lightning Reflexes, Resilience, Light &#039;Em Up&lt;br /&gt;
===Elite===&lt;br /&gt;
Armed with a laser rifle, alien grenade, and basic gene mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Grenadier, Opportunist, Aggression, Lightning Reflexes, Bombardier, Resilience, Light &#039;Em Up, Sharpshooter, Covering Fire, Suppression, Tactical Sense&lt;br /&gt;
==Sniper==&lt;br /&gt;
Frequently one of the least dangerous agent types, simply because EXALT agents like to get up close and personal with the objectives- an area in which sniper rifles perform extremely poorly, especially in Long War. Expect trouble if you are running a Covert Extraction mission or there are other EXALT agents on the objective during Data Recovery, though, as snipers will be less inclined to move around and more liable to start shooting effectively.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Sharpshooter, Low Profile, Squadsight, Aggression, Executioner, In The Zone&lt;br /&gt;
===Elite===&lt;br /&gt;
Elite Snipers use a beam laser sniper rifle, but are otherwise fairly unremarkable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Squadsight, Sharpshooter, Aggression, Lone Wolf, Mayhem, In The Zone, Bring &#039;Em On, Combined Arms, Low Profile&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Heavily armed, EXALT&#039;s Heavy troopers present a significant threat to your units, especially since they can possess the HEAT Ammo/Warheads perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Grenadier, Danger Zone, Light &#039;Em Up, Will To Survive, HEAT Ammo, Mayhem, Javelin Rockets&lt;br /&gt;
===Elite===&lt;br /&gt;
Swapping their ballistic LMG for a laser model, and packing an alien grenade, Elite Heavies are even more dangerous. They also gain the Iron Skin genemod as before, reducing damage taken by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Danger Zone, Javelin Rockets, Light &#039;Em Up, Grenadier, Will To Survive, HEAT Ammo, Mayhem, Bombardier, Rocketeer, Tactical Sense, &lt;br /&gt;
==Medic==&lt;br /&gt;
EXALT medics function much the same as their regular counterpart. They can deploy smoke and heal allies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Tactical Sense, Sprinter, Savior, Opportunist, Regeneration, Sentinel&lt;br /&gt;
===Elite===&lt;br /&gt;
Medics, but better. They have a wider array of perks at their disposal, on top of the Regen Pheromones genemod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perk List:&#039;&#039;&#039; Covering Fire, Suppression, Tactical Sense, Dense Smoke, Sprinter, Regeneration, Savior, Opportunist, Low Profile, Sentinel, Light &#039;Em Up&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jafar Ironclad</name></author>
	</entry>
</feed>