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	<updated>2026-05-03T09:04:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57681</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57681"/>
		<updated>2014-06-28T14:57:15Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range, so Scouts can only fire them up to visual range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Prerequisite !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|§]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 27 || 1-3 || 0% || 3-4 || No || -10 || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || Beam weapons|| 27 || 2-4 || 0% || 4-5 || No || -10 || 0 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Pistol || Gauss Weapons || 27 || 3-5 || 0% || 5-6 || No || -10 || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 27 || 4-6 || 0% || 6-7 || No || -10 || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 27 || 5-7 || 0% || 7-8 || No || -10 || 0 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 27 || 2-4 || 0% || 3-4 || No || -20 || -1 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || Beam weapons|| 27 || 3-5 || 0% || 5-6 || No || -13 || -1 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 27 || 4-6 || 0% || 6-7 || No || -20 || -1 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 27 || 5-7 || 0% || 7-8 || No || -20 || -1 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 27 || 6-8 || 0% || 8-9 || No || -20 || -1 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || Beam weapons || 27 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || +1 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || +1 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || +1 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || Beam weapons || 27 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || Gauss Weapons || 27 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 1 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 0 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 27 (13) || ? || ? || ? || No || ? || 0 || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 27 (13) || ? || ? || ? || No || ? || 0 || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 27 (13) || ? || ? || ? || No || ? || 0 || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 200 || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || Advanced beam weapons (15) || 200 || 4-8 || 25% || 8-11 || Yes || +10 || -1 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 200 || ? || ? || ? || Yes || ? || -1 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 200 || ? || ? || ? || Yes || ? || -1 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 200 || ? || ? || ? || Yes || ? || -1 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 36 || 4-6 || 0% || 6-9 || No || 0 || -2 || 6+2 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || Beam weapons || 36 || 4-8 || 0% || 8-11 || No || +10 || -2 || 6+2 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 36 || ? || ? || ? || No || ? || -2 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 36 || ? || ? || ? || No || ? || -2 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 36 || ? || ? || ? || No || ? || -2 || ? || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=57676</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=57676"/>
		<updated>2014-06-28T13:04:26Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which has the same effect as vanilla of making Medikit items usable 3 times.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Sidearm&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows 3 uses of Medikit items.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[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;
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[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;
|LCorporalE1=&#039;&#039;Will +5&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim +3&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]&#039;&#039;&#039;Paramedic&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Once per turn, this unit may use a medkit without spending an action.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1.&#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;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim +2, Will +1&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT DEEPPOCKETS.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;
|SergeantE1=&#039;&#039;Mob +1&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Mob +1&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Mob +1&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.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;
|TechSgt2=[[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;
|TechSgt3=[[File:SUPPORT_REVIVE.png|32px|center]]&#039;&#039;&#039;Revive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&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=[[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;
|GunSgt2=[[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;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|MSgt3=[[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;
|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;
&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 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 2 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Defensive Support.&lt;br /&gt;
&lt;br /&gt;
Medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.&lt;br /&gt;
&lt;br /&gt;
Medics can specialize in three different support roles. With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Saviour&#039;&#039;&#039; &#039;&#039;(In beta 10 they also get the new perk &#039;&#039;&#039;Paramedic&#039;&#039;&#039;)&#039;&#039; they become the dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039; and &#039;&#039;&#039;Suppression&#039;&#039;&#039; make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.&lt;br /&gt;
&lt;br /&gt;
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don&#039;t expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=57655</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=57655"/>
		<updated>2014-06-27T03:43:11Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version (Long War)|Beta 9a}}&lt;br /&gt;
&lt;br /&gt;
[[File: CLASS SNIPER.png|right|frame|64px|Sniper]]&lt;br /&gt;
&lt;br /&gt;
Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight no longer functions with Overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
|LCorporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:SNIPER_LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:SNIPER HEADSHOT.png|32px|center]]&#039;&#039;&#039;Precision Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;With sniper/long rifles, fire a shot with +30% critical chance and +3 to +6 critical damage based on the tech level of the sniper rifle. With marksman/strike rifles, allows an unlimited range shot with no other bonuses. 2 turn cooldown.&#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;Provide +2 Aim +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provide +5 Aim +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;+1 damage with primary weapon&#039;&#039;&lt;br /&gt;
|Sergeant3=[[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;
|SergeantE1=&#039;&#039;&#039;Provide +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provide +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provide +2 Will +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:SNIPER DISABLINGSHOT.png|32px|center]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
|TechSgt3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provide +2 Aim +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 VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[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 Disable Shot, provided no moves were made. 1 turn cooldown.&#039;&#039; (Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
|MSgt2=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers extra 2 damage to LMGs, Sniper Rifles, Rockets, Suppression, Grenades, and Mines.&#039;&#039;&lt;br /&gt;
|MSgt3=[[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;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;Provide +5 Aim +5 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|| 0 || 0 || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 16&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 28&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Long Range Offense&lt;br /&gt;
&lt;br /&gt;
Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; no longer works on overwatch, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). However, snipers &#039;&#039;can&#039;&#039; still have &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; at Corporal rank, and it&#039;s not mutually exclusive with Squadsight, allowing snipers more mobility without greatly compromising their offensive ability.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=57654</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=57654"/>
		<updated>2014-06-27T03:40:21Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which has the same effect as vanilla of making Medikit items usable 3 times.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows 3 uses of Medikit items.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[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;
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[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;
|LCorporalE1=&#039;&#039;Will +5&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim +3&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]&#039;&#039;&#039;Paramedic&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Once per turn, this unit may use a medkit without spending an action.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1.&#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;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim +2, Will +1&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT DEEPPOCKETS.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;
|SergeantE1=&#039;&#039;Mob +1&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Mob +1&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Mob +1&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.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;
|TechSgt2=[[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;
|TechSgt3=[[File:SUPPORT_REVIVE.png|32px|center]]&#039;&#039;&#039;Revive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&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=[[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;
|GunSgt2=[[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;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
&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 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 2 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Defensive Support.&lt;br /&gt;
&lt;br /&gt;
Medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.&lt;br /&gt;
&lt;br /&gt;
Medics can specialize in three different support roles. With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Saviour&#039;&#039;&#039; &#039;&#039;(In beta 10 they also get the new perk &#039;&#039;&#039;Paramedic&#039;&#039;&#039;)&#039;&#039; they become the dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039; and &#039;&#039;&#039;Suppression&#039;&#039;&#039; make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.&lt;br /&gt;
&lt;br /&gt;
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don&#039;t expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=57653</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=57653"/>
		<updated>2014-06-27T03:31:26Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;: Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&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;{{Verify}}&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;Overwatch reaction can trigger on enemy attack; does not work with suppression&#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;Aim and crit chance against low health targets +10&#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;Aim +3&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Will +5&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reaction shots no longer suffer aim penalty and are allowed to crit&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage with pistols.&#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;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim +1&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[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;
|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: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;
|SergeantE1=&#039;&#039;Mob +1&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Will +1, Mob +1&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Mob +1&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[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;
|TechSgt3=[[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;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim +3&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt2=[[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;
|GunSgt3=[[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;
|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=[[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;
|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: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;
|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;
&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 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 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 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 5 || 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;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=57652</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=57652"/>
		<updated>2014-06-27T03:26:22Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;: Machine Guns, Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None&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;&#039;-1 Mobility&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[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;
|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:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allow reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim +3&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#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: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. Rocketeers get a special purpose rocket while a Gunner&#039;s LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim +2, Will +2&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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;&#039;&#039;&lt;br /&gt;
|Sergeant3=[[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;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&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=[[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 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:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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;&#039;&#039;&lt;br /&gt;
|MSgt3=[[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;
|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;
&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. 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.&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;. Gunners can make Suppression area effect with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and make it inflict damage with &#039;&#039;&#039;Mayhem&#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;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=57651</id>
		<title>Pathfinder (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=57651"/>
		<updated>2014-06-27T03:21:26Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Scout class. Mirroring the Scouts they&#039;re recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[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;
|Corporal2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&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=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:Council_Medal_of_Honor_2_(EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&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;
|TechSgt1=[[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. Rocketeers get a special purpose rocket while a Gunner&#039;s LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:HEAVY_RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&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=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:SNIPER_SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SNIPER_ITZ.png|32px|center]]&#039;&#039;&#039;In the Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#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;&#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;
&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 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 4 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 16&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 6 || 29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=57650</id>
		<title>Pathfinder (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=57650"/>
		<updated>2014-06-27T03:17:09Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Scout class. Mirroring the Scouts they&#039;re recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[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;
|Corporal2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&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=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:Council_Medal_of_Honor_2_(EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&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;
|TechSgt1=[[File:HEAVY_SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:HEAVY_RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&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=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:SNIPER_SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SNIPER_ITZ.png|32px|center]]&#039;&#039;&#039;In the Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#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;&#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;
&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 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 4 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 16&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 6 || 29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=57649</id>
		<title>Pathfinder (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=57649"/>
		<updated>2014-06-27T03:11:11Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Scout class. Mirroring the Scouts they&#039;re recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[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;
|Corporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:Council_Medal_of_Honor_2_(EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&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;
|TechSgt1=[[File:HEAVY_SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:HEAVY_RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&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=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:SNIPER_SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SNIPER_ITZ.png|32px|center]]&#039;&#039;&#039;In the Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#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;&#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;
&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 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 4 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 16&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 6 || 29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=57648</id>
		<title>Valkyrie (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=57648"/>
		<updated>2014-06-27T02:37:27Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Infantry class&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;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SNIPER_EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 aim and crit chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039; +15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;+2 extra will&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:HEAVY_SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
|TechSgt1=[[File:.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Lock &#039;N Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
&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 || 3 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=57646</id>
		<title>Pathfinder (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=57646"/>
		<updated>2014-06-27T02:21:50Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Scout class. Mirroring the Scouts they&#039;re recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[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;
|Corporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:Council_Medal_of_Honor_2_(EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&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;
|TechSgt1=[[File:HEAVY_SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:SNIPER_SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SNIPER_ITZ.png|32px|center]]&#039;&#039;&#039;In the Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#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;&#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;
&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 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 4 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 16&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 6 || 29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=57645</id>
		<title>Guardian (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=57645"/>
		<updated>2014-06-27T02:02:26Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Medic class&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[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;
|LCorporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal3=[[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;
|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=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows 3 uses of Medikit items.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[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;
|Sergeant3=[[File:.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
|TechSgt1=[[File:.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
&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;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57641</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57641"/>
		<updated>2014-06-27T00:12:53Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|§]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 27 || 1-3 || 0% || 3-4 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 27 || 2-4 || 0% || 4-5 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Pistol || Gauss Weapons || 27 || 3-5 || 0% || 5-6 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 27 || 4-6 || 0% || 6-7 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 27 || 5-7 || 0% || 7-8 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 27 || 2-4 || 0% || 3-4 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || [[Beam weapons]] (10)|| 27 || 3-5 || 0% || 5-6 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 27 || 4-6 || 0% || 6-7 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 27 || 5-7 || 0% || 7-8 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 27 || 6-8 || 0% || 8-9 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +15 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +7 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 1 || 4-8 || 25% || 8-11 || No  || 0 || 1 || Pistol weapon. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57638</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57638"/>
		<updated>2014-06-26T23:43:37Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|§]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 27 || 1-3 || 20% || 3-4 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 27 || 2-4 || 20% || 4-5 || No || -10(?) || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Pistol || Gauss Weapons || 27 || 3-5 || 20% || 5-6 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 27 || 4-6 || 20% || 6-7 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 27 || 5-7 || 20% || 7-8 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 27 || 2-4 || 20% || 3-4 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || [[Beam weapons]] (10)|| 27 || 3-5 || 20% || 5-6 || No || -20(?) || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 27 || 4-6 || 20% || 6-7 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 27 || 5-7 || 20% || 7-8 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 27 || 6-8 || 20% || 8-9 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +15 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +7 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 1 || 4-8 || 25% || 8-11 || No  || 0 || 1 || Pistol weapon. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon(?) || Heavy Plasma Weapons || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57637</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57637"/>
		<updated>2014-06-26T23:21:16Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|§]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 27 || 1-3 || 20% || 3-4 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 27 || 2-4 || 20% || 4-5 || No || -10(?) || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Pistol || Gauss Weapons || 27 || 3-5 || 20% || 5-6 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 27 || 4-6 || 20% || 6-7 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 27 || 5-7 || 20% || 7-8 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 27 || 2-4 || 20% || 3-4 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || [[Beam weapons]] (10)|| 27 || 3-5 || 20% || 5-6 || No || -20(?) || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 27 || 4-6 || 20% || 6-7 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 27 || 5-7 || 20% || 7-8 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 27 || 6-8 || 20% || 8-9 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 1 || 4-8 || 25% || 8-11 || No  || 0 || 1 || Pistol weapon. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon(?) || Heavy Plasma Weapons || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57636</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57636"/>
		<updated>2014-06-26T23:11:11Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|§]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 27 || 1-3 || 20% || 3-4 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 27 || 2-4 || 20% || 4-5 || No || -10(?) || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Pistol || Gauss Weapons || 27 || 3-5 || 20% || 5-6 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 27 || 4-6 || 20% || 6-7 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 27 || 5-7 || 20% || 7-8 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 27 || 2-4 || 20% || 3-4 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || [[Beam weapons]] (10)|| 27 || 3-5 || 20% || 5-6 || No || -20(?) || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 27 || 4-6 || 20% || 6-7 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 27 || 5-7 || 20% || 7-8 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 27 || 6-8 || 20% || 8-9 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Gun || ? || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57635</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57635"/>
		<updated>2014-06-26T23:09:25Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Weapons */  added machine pistols&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|§]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 27 || 1-3 || 20% || 3-4 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 27 || 2-4 || 20% || 4-5 || No || -10(?) || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Pistol || Gauss Weapons || 27 || 3-5 || 20% || 5-6 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 27 || 3-6 || 20% || 6-7 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 27 || 5-8 || 20% || 7-8 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 27 || 2-4 || 20% || 3-4 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || [[Beam weapons]] (10)|| 27 || 3-5 || 20% || 5-6 || No || -20(?) || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 27 || 4-6 || 20% || 6-7 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 27 || 5-7 || 20% || 7-8 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 27 || 6-8 || 20% || 8-9 || No || -20 || 2+1 || Confers -1 mobility. || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Gun || ? || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57634</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57634"/>
		<updated>2014-06-26T22:48:53Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|§]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 20% || 3-4 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 20 || 2-4 || 20% || 4-5 || No || -10(?) || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Pistol || Gauss Weapons || 20 || 3-5 || 20% || 5-6 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 20 || 3-6 || 20% || 6-7 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 20 || 5-8 || 20% || 7-8 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Gun || ? || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57633</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57633"/>
		<updated>2014-06-26T22:47:59Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: Added new pistols to table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers and Scouts. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can overwatch fire up to their maximum range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|§]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 20 || 2-4 || 0% || 4-5 || No || -10(?) || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Pistol || Gauss Weapons || 20 || 3-5 || 0% || 5-6 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Pistol || Pulse Lasers || 20 || 3-6 || 0% || 6-7 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 20 || 5-8 || 0% || 7-8 || No || -10 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Gun || ? || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=57538</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=57538"/>
		<updated>2014-06-24T22:23:28Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot; | Basic items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Weight !! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Engineers !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Elerium (EU2012)| E ]] || [[Alien Alloys (EU2012)| A ]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt; T &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Trophy || 1 || - || - || Grants immunity to panic, except Psi Panic || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Battle scanner || 1 || - || - || Can be thrown to provide vision for two turns. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic plating || 1 || - || - || Provides +1 Armor HP || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|AP grenade || 1 || - || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang grenade || 1 || - || - || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.|| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke grenade || 1 || - || - || Confers +20 Defense to units in radius for two turns. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|HE grenade || 1 || - || - || Deals 1-5 damage to units in blast radius and destroys cover || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Hi cap mags || 1 || - || - || +1 ammo capacity || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight || 1 || - || - || +5 Aim. Also +5 Critical Chance with SCOPE Upgrade. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || 1 || - || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket || 2 || - || - || Allows a [[Rocketeer (Long War)|Rocketeer]] to fire one additional rocket. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder rocket || 2 || - || - || Allows a [[Rocketeer (Long War)|Rocketeer]] to fire one additional shredder rocket. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Arc Thrower || 1 || Xenoneurology || 20 || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || colspan=&amp;quot;4&amp;quot; | 100/0/0/10&lt;br /&gt;
|-&lt;br /&gt;
|S.C.O.P.E. || 1 || Alien Weaponry || - || Increases aim by +10. Can be used with laser sight for a total of +15 aim. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | 80/0/0/6&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Armor || 2 || Alien Materials || - || Provides +2 Armor HP, +1 Damage reduction, and -7 Defense. Can stack with Alloy Plating. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | 70/0/10/6&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating || 1 || Alien Materials || - || Provides +2 Armor HP. || colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | 50/0/5/6&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=57537</id>
		<title>Jaeger (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=57537"/>
		<updated>2014-06-24T21:34:22Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Sniper class&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
|TechSgt1=[[File:.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
&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|| 0 || 0 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 19&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 27&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 7 || 34&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=57536</id>
		<title>Jaeger (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=57536"/>
		<updated>2014-06-24T21:19:30Z</updated>

		<summary type="html">&lt;p&gt;Lazuli: Adding ability names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Sniper class&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
|TechSgt1=[[File:.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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=[[File:.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&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;
&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|| 0 || 0 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 19&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 27&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 7 || 34&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Lazuli</name></author>
	</entry>
</feed>