<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mdarena</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mdarena"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Mdarena"/>
	<updated>2026-05-03T10:43:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=85431</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=85431"/>
		<updated>2018-01-12T19:59:46Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* General Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]&#039;&#039;&#039; troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;[[Abilities List (Long War)#One For All|One for All]]&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like &#039;&#039;&#039;[[Abilities List (Long War)#Mindfray|Mindfray]]&#039;&#039;&#039; as a result.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
===[[Armor (Long War)#MEC exoskeletons|Armor]]===&lt;br /&gt;
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
All MEC soldiers also get the &#039;&#039;&#039;[[Abilities List (Long War)#Combined Arms|Combined Arms]]&#039;&#039;&#039; perk, ignoring 1 point of the enemy DR.&lt;br /&gt;
&lt;br /&gt;
===[[Equipment (Long War)#MEC equipment|Equipment]]===&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Combined Arms and One For All.&lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier&#039;s original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
===Jaeger===&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Jaeger (Long War)|Jaeger]]&#039;&#039;&#039; is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|In The Zone]]&#039;&#039;&#039;, destroying many weakened opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Pathfinder (Long War)|Pathfinder]]&#039;&#039;&#039; is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the &#039;&#039;&#039;[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie===&lt;br /&gt;
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039; is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
Valkyries focus on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]&#039;&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to &#039;&#039;&#039;[[Abilities List (Long War)#Lock N Load|Lock N&#039; Load]]&#039;&#039;&#039;, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039; is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;&#039;[[Abilities List (Long War)#Run and Gun|Run and Gun]]&#039;&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Goliath (Long War)|Goliath]]&#039;&#039;&#039; is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
===Archer===&lt;br /&gt;
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Archer (Long War)|Archer]]&#039;&#039;&#039; is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;&#039;[[Abilities List (Long War)#Packmaster|Packmaster]]&#039;&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Guardian (Long War)|Guardian]]&#039;&#039;&#039; is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;&#039;[[Abilities List (Long War)#Opportunist|Opportunist]]&#039;&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
===Shogun===&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Shogun (Long War)|Shogun]]&#039;&#039;&#039; is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the &#039;&#039;&#039;[[Abilities List (Long War)#Sapper|Sapper]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]&#039;&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;, making all of their weapons especially effective against robotic opponents.&lt;br /&gt;
&lt;br /&gt;
==Absorption Fields==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after all other damage reduction.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Armor (Long War)|Armor]]&lt;br /&gt;
*[[Primary Weapons (Long War)|Primary Weapons]]&lt;br /&gt;
*[[Secondary Weapons (Long War)|Secondary Weapons]]&lt;br /&gt;
*[[MEC Trooper (EU2012)]]&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=85430</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=85430"/>
		<updated>2018-01-12T19:58:16Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Long-range ITZ cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Jaeger (Long War).png|left|frame|64px|Jaeger]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Sniper&#039;&#039;&#039; class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a Sniper), and a plethora of offensive perks to increase damage. Jaegers&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Platform Stability (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Executioner (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Flush (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Ranger (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Aggression (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Repair Servos (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Shredder Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Long-range ITZ cannon===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: Adds aim and crit chance to every action in the ITZ chain, if you fire without moving.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : ITZ needs raw damage, and Ranger provides it.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Squadsight&#039;&#039;&#039; : Core perk. Allows the Jaeger to fire from beyond visual range, enabling this extreme-damage but squishy build.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: More damage, but only on crits, which you can&#039;t rely on for ITZ. Either of the other perks works as well - Repair Servos to take a hit, Shredder Ammo for utility on turns you can&#039;t take advantage of ITZ.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ need damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is pure glass cannon, so it should engage from the rear of the battlefield.  Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles).  Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role, or Grenade Launcher to help with cover destruction.&lt;br /&gt;
&lt;br /&gt;
===Mid-range ITZ Tank===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: + aim / crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : + aim / crit %.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : + dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039; Damage Control&#039;&#039;&#039; : +1.5 DR.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039; Repair Servos&#039;&#039;&#039;: Auto-repair.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039; Absorption Fields&#039;&#039;&#039; : +DR&lt;br /&gt;
&lt;br /&gt;
This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks.  This unit operates within enemy sight range (no &#039;&#039;&#039;Squadsight&#039;&#039;&#039;), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into &#039;&#039;&#039;One for All&#039;&#039;&#039; position.  &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72939</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72939"/>
		<updated>2016-11-28T23:41:47Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]&#039;&#039;&#039; troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;[[Abilities List (Long War)#One For All|One for All]]&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like &#039;&#039;&#039;[[Abilities List (Long War)#Mindfray|Mindfray]]&#039;&#039;&#039; as a result.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
===[[Armor (Long War)#MEC exoskeletons|Armor]]===&lt;br /&gt;
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
All MEC soldiers have the Collateral Damage perk, reducing enemy Damage Reduction from cover by 1.&lt;br /&gt;
&lt;br /&gt;
===[[Equipment (Long War)#MEC equipment|Equipment]]===&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Collateral Damage and One For All.&lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier&#039;s original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
===Jaeger===&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Jaeger (Long War)|Jaeger]]&#039;&#039;&#039; is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|In The Zone]]&#039;&#039;&#039;, destroying many weakened opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Pathfinder (Long War)|Pathfinder]]&#039;&#039;&#039; is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the &#039;&#039;&#039;[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie===&lt;br /&gt;
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039; is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
Valkyries focus on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]&#039;&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to &#039;&#039;&#039;[[Abilities List (Long War)#Lock N Load|Lock N&#039; Load]]&#039;&#039;&#039;, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039; is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;&#039;[[Abilities List (Long War)#Run and Gun|Run and Gun]]&#039;&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Goliath (Long War)|Goliath]]&#039;&#039;&#039; is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
===Archer===&lt;br /&gt;
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Archer (Long War)|Archer]]&#039;&#039;&#039; is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;&#039;[[Abilities List (Long War)#Packmaster|Packmaster]]&#039;&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Guardian (Long War)|Guardian]]&#039;&#039;&#039; is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;&#039;[[Abilities List (Long War)#Opportunist|Opportunist]]&#039;&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
===Shogun===&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Shogun (Long War)|Shogun]]&#039;&#039;&#039; is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the &#039;&#039;&#039;[[Abilities List (Long War)#Sapper|Sapper]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]&#039;&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;, making all of their weapons especially effective against robotic opponents.&lt;br /&gt;
&lt;br /&gt;
==Absorption Fields==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after all other damage reduction.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Armor (Long War)|Armor]]&lt;br /&gt;
*[[Primary Weapons (Long War)|Primary Weapons]]&lt;br /&gt;
*[[Secondary Weapons (Long War)|Secondary Weapons]]&lt;br /&gt;
*[[MEC Trooper (EU2012)]]&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72938</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72938"/>
		<updated>2016-11-28T23:41:05Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* MEC Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]&#039;&#039;&#039; troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;[[Abilities List (Long War)#One For All|One for All]]&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like &#039;&#039;&#039;[[Abilities List (Long War)#Mindfray|Mindfray]]&#039;&#039;&#039; as a result.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
===[[Armor (Long War)#MEC exoskeletons|Armor]]===&lt;br /&gt;
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
===[[Equipment (Long War)#MEC equipment|Equipment]]===&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Collateral Damage and One For All.&lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier&#039;s original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
===Jaeger===&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Jaeger (Long War)|Jaeger]]&#039;&#039;&#039; is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|In The Zone]]&#039;&#039;&#039;, destroying many weakened opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Pathfinder (Long War)|Pathfinder]]&#039;&#039;&#039; is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the &#039;&#039;&#039;[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie===&lt;br /&gt;
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039; is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
Valkyries focus on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]&#039;&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to &#039;&#039;&#039;[[Abilities List (Long War)#Lock N Load|Lock N&#039; Load]]&#039;&#039;&#039;, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039; is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;&#039;[[Abilities List (Long War)#Run and Gun|Run and Gun]]&#039;&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Goliath (Long War)|Goliath]]&#039;&#039;&#039; is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
===Archer===&lt;br /&gt;
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Archer (Long War)|Archer]]&#039;&#039;&#039; is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;&#039;[[Abilities List (Long War)#Packmaster|Packmaster]]&#039;&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Guardian (Long War)|Guardian]]&#039;&#039;&#039; is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;&#039;[[Abilities List (Long War)#Opportunist|Opportunist]]&#039;&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
===Shogun===&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Shogun (Long War)|Shogun]]&#039;&#039;&#039; is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the &#039;&#039;&#039;[[Abilities List (Long War)#Sapper|Sapper]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]&#039;&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;, making all of their weapons especially effective against robotic opponents.&lt;br /&gt;
&lt;br /&gt;
==Absorption Fields==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after all other damage reduction.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Armor (Long War)|Armor]]&lt;br /&gt;
*[[Primary Weapons (Long War)|Primary Weapons]]&lt;br /&gt;
*[[Secondary Weapons (Long War)|Secondary Weapons]]&lt;br /&gt;
*[[MEC Trooper (EU2012)]]&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72937</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72937"/>
		<updated>2016-11-28T23:37:43Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* General Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]&#039;&#039;&#039; troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;[[Abilities List (Long War)#One For All|One for All]]&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like &#039;&#039;&#039;[[Abilities List (Long War)#Mindfray|Mindfray]]&#039;&#039;&#039; as a result.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
===[[Armor (Long War)#MEC exoskeletons|Armor]]===&lt;br /&gt;
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
===[[Equipment (Long War)#MEC equipment|Equipment]]===&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as Collateral Damage and One For All.&lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier&#039;s original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
===Jaeger===&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Jaeger (Long War)|Jaeger]]&#039;&#039;&#039; is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers excel at delivering highly accurate fire at extended range, twice per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039;, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Pathfinder (Long War)|Pathfinder]]&#039;&#039;&#039; is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the &#039;&#039;&#039;[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie===&lt;br /&gt;
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039; is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
Valkyries focus on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]&#039;&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to &#039;&#039;&#039;[[Abilities List (Long War)#Lock N Load|Lock N&#039; Load]]&#039;&#039;&#039;, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039; is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;&#039;[[Abilities List (Long War)#Run and Gun|Run and Gun]]&#039;&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Goliath (Long War)|Goliath]]&#039;&#039;&#039; is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
===Archer===&lt;br /&gt;
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Archer (Long War)|Archer]]&#039;&#039;&#039; is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;&#039;[[Abilities List (Long War)#Packmaster|Packmaster]]&#039;&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Guardian (Long War)|Guardian]]&#039;&#039;&#039; is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;&#039;[[Abilities List (Long War)#Opportunist|Opportunist]]&#039;&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
===Shogun===&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Shogun (Long War)|Shogun]]&#039;&#039;&#039; is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the &#039;&#039;&#039;[[Abilities List (Long War)#Sapper|Sapper]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]&#039;&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;, making all of their weapons especially effective against robotic opponents.&lt;br /&gt;
&lt;br /&gt;
==Absorption Fields==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after all other damage reduction.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Armor (Long War)|Armor]]&lt;br /&gt;
*[[Primary Weapons (Long War)|Primary Weapons]]&lt;br /&gt;
*[[Secondary Weapons (Long War)|Secondary Weapons]]&lt;br /&gt;
*[[MEC Trooper (EU2012)]]&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72936</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72936"/>
		<updated>2016-11-28T23:35:44Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]&#039;&#039;&#039; troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;[[Abilities List (Long War)#One For All|One for All]]&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like &#039;&#039;&#039;[[Abilities List (Long War)#Mindfray|Mindfray]]&#039;&#039;&#039; as a result.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
===[[Armor (Long War)#MEC exoskeletons|Armor]]===&lt;br /&gt;
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
===[[Equipment (Long War)#MEC equipment|Equipment]]===&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing their durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using &#039;&#039;&#039;[[Abilities List (Long War)#In The Zone|In The Zone]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier&#039;s original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
===Jaeger===&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Jaeger (Long War)|Jaeger]]&#039;&#039;&#039; is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers excel at delivering highly accurate fire at extended range, twice per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039;, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Pathfinder (Long War)|Pathfinder]]&#039;&#039;&#039; is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the &#039;&#039;&#039;[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie===&lt;br /&gt;
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039; is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
Valkyries focus on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]&#039;&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to &#039;&#039;&#039;[[Abilities List (Long War)#Lock N Load|Lock N&#039; Load]]&#039;&#039;&#039;, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039; is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;&#039;[[Abilities List (Long War)#Run and Gun|Run and Gun]]&#039;&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Goliath (Long War)|Goliath]]&#039;&#039;&#039; is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
===Archer===&lt;br /&gt;
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Archer (Long War)|Archer]]&#039;&#039;&#039; is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;&#039;[[Abilities List (Long War)#Packmaster|Packmaster]]&#039;&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Guardian (Long War)|Guardian]]&#039;&#039;&#039; is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;&#039;[[Abilities List (Long War)#Opportunist|Opportunist]]&#039;&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
===Shogun===&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Shogun (Long War)|Shogun]]&#039;&#039;&#039; is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the &#039;&#039;&#039;[[Abilities List (Long War)#Sapper|Sapper]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]&#039;&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;, making all of their weapons especially effective against robotic opponents.&lt;br /&gt;
&lt;br /&gt;
==Absorption Fields==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after all other damage reduction.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Armor (Long War)|Armor]]&lt;br /&gt;
*[[Primary Weapons (Long War)|Primary Weapons]]&lt;br /&gt;
*[[Secondary Weapons (Long War)|Secondary Weapons]]&lt;br /&gt;
*[[MEC Trooper (EU2012)]]&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72935</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=72935"/>
		<updated>2016-11-28T23:35:04Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]]&#039;&#039;&#039; troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECs. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers or Psionics, are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a Corporal will become a Lance Corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;[[Abilities List (Long War)#One For All|One for All]]&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or Fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like &#039;&#039;&#039;[[Abilities List (Long War)#Mindfray|Mindfray]]&#039;&#039;&#039; as a result.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
===[[Armor (Long War)#MEC exoskeletons|Armor]]===&lt;br /&gt;
Long War provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[Primary Weapons (Long War)#MEC primary weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
[[Secondary Weapons (Long War)#MEC secondary weapons|Secondary Weapons]] include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple Grenade Launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
===[[Equipment (Long War)#MEC equipment|Equipment]]===&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Vindicator suit will gain a much larger health increase compared to a Paladin suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing their durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using &#039;&#039;&#039;[[Abilities List (Long War)#In The Zone|In The Zone]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb when choosing which soldiers to convert into MEC Troopers is that the MEC class will, in most cases, behave like the soldier&#039;s original class. This means that a Soldier can perform the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
===Jaeger===&lt;br /&gt;
[[File: Class Jaeger (Long War).png|left|32px]] {{In The Zone (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Jaeger (Long War)|Jaeger]]&#039;&#039;&#039; is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers excel at delivering highly accurate fire at extended range, twice per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]&#039;&#039;&#039;, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
[[File: Class Pathfinder (Long War).png|left|32px]] {{Hit And Run (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Pathfinder (Long War)|Pathfinder]]&#039;&#039;&#039; is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the &#039;&#039;&#039;[[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie===&lt;br /&gt;
[[File: Class Valkyrie (Long War).png|left|32px]] {{Light Em Up (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Valkyrie (Long War)|Valkyrie]]&#039;&#039;&#039; is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
Valkyries focus on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;&#039;[[Abilities List (Long War)#Rapid Reaction|Rapid Reaction]]&#039;&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to &#039;&#039;&#039;[[Abilities List (Long War)#Lock N Load|Lock N&#039; Load]]&#039;&#039;&#039;, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
[[File: Class Marauder (Long War).png|left|32px]] {{Close Encounters (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Marauder (Long War)|Marauder]]&#039;&#039;&#039; is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;&#039;[[Abilities List (Long War)#Run and Gun|Run and Gun]]&#039;&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
[[File: Class Goliath (Long War).png|left|32px]] {{Absorption Fields (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Goliath (Long War)|Goliath]]&#039;&#039;&#039; is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the tanking role mentioned above. Goliaths can also utilize &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
===Archer===&lt;br /&gt;
[[File: Class Archer (Long War).png|left|32px]] {{Bombard (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Archer (Long War)|Archer]]&#039;&#039;&#039; is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;&#039;[[Abilities List (Long War)#Packmaster|Packmaster]]&#039;&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
[[File: Class Guardian (Long War).png|left|32px]] {{Opportunist (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Guardian (Long War)|Guardian]]&#039;&#039;&#039; is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;&#039;[[Abilities List (Long War)#Opportunist|Opportunist]]&#039;&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
===Shogun===&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|32px]] {{Collateral Damage (Long War)|align=justify}}&lt;br /&gt;
The &#039;&#039;&#039;[[Shogun (Long War)|Shogun]]&#039;&#039;&#039; is created from the [[Engineer (Long War)|Engineer Class]]. Shoguns excels at battlefield control by deploying mines and using the &#039;&#039;&#039;[[Abilities List (Long War)#Sapper|Sapper]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#Collateral Damage|Collateral Damage]]&#039;&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armor role, as they can receive both &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;, making all of their weapons especially effective against robotic opponents.&lt;br /&gt;
&lt;br /&gt;
==Absorption Fields==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after all other damage reduction.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Armor (Long War)|Armor]]&lt;br /&gt;
*[[Primary Weapons (Long War)|Primary Weapons]]&lt;br /&gt;
*[[Secondary Weapons (Long War)|Secondary Weapons]]&lt;br /&gt;
*[[MEC Trooper (EU2012)]]&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=72812</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=72812"/>
		<updated>2016-11-02T20:33:08Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Long-range ITZ cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Jaeger (Long War).png|left|frame|64px|Jaeger]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Sniper&#039;&#039;&#039; class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a Sniper), and a plethora of offensive perks to increase damage. Jaegers&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Platform Stability (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Executioner (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Flush (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Ranger (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Aggression (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Repair Servos (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Shredder Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Long-range ITZ cannon===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: Adds aim and crit chance to every action in the ITZ chain, if you fire without moving.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : ITZ chains often involve finishing off wounded targets.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : ITZ needs raw damage, and Ranger provides it.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Squadsight&#039;&#039;&#039; : Core perk. Allows the Jaeger to fire from beyond visual range, enabling this extreme-damage but squishy build.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: More damage, but only on crits, which you can&#039;t rely on for ITZ. Either of the other perks works as well.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; : ITZ need damage to continue, adding more damage. &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; is also a good choice.&lt;br /&gt;
&lt;br /&gt;
This build is pure glass cannon, so it should engage from the rear of the battlefield.  Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles).  Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role, or Grenade Launcher to help with cover destruction.&lt;br /&gt;
&lt;br /&gt;
===Mid-range ITZ Tank===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: + aim / crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : + aim / crit %.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : + dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039; Damage Control&#039;&#039;&#039; : +1.5 DR.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039; Repair Servos&#039;&#039;&#039;: Auto-repair.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039; Absorption Fields&#039;&#039;&#039; : +DR&lt;br /&gt;
&lt;br /&gt;
This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks.  This unit operates within enemy sight range (no &#039;&#039;&#039;Squadsight&#039;&#039;&#039;), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into &#039;&#039;&#039;One for All&#039;&#039;&#039; position.  &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=72811</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=72811"/>
		<updated>2016-11-02T20:24:50Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Jaeger (Long War).png|left|frame|64px|Jaeger]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Sniper&#039;&#039;&#039; class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a Sniper), and a plethora of offensive perks to increase damage. Jaegers&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Platform Stability (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Executioner (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Flush (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Ranger (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Aggression (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Repair Servos (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Shredder Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 4 || 8 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 4 || 12 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 4 || 16 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 4 || 20 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 4 || 24 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 4 || 28 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Long-range ITZ cannon===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: + aim/crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : + aim/crit %.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : + dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Squadsight&#039;&#039;&#039; : Extra range.  Core perk.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;: + crit dmg.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; : Keep firing...&lt;br /&gt;
&lt;br /&gt;
This build is pure glass cannon, so it should engage from the rear of the battlefield.  Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles).  Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Give the Jaeger a Battle Computer and Tactical Sensors for increased aim and defense.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for a more supportive role. &lt;br /&gt;
&lt;br /&gt;
===Mid-range ITZ Tank===&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;: + aim / crit %.  &lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Executioner&#039;&#039;&#039; : + aim / crit %.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Ranger&#039;&#039;&#039; : + dmg. &lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039; Damage Control&#039;&#039;&#039; : +1.5 DR.  &lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039; Repair Servos&#039;&#039;&#039;: Auto-repair.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039; Absorption Fields&#039;&#039;&#039; : +DR&lt;br /&gt;
&lt;br /&gt;
This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks.  This unit operates within enemy sight range (no &#039;&#039;&#039;Squadsight&#039;&#039;&#039;), and it can take a punch or two.  Give it a Battle Computer and Core Armoring for increased tanking.  Grenade launchers and proxy mines are useful when you need to hunker into &#039;&#039;&#039;One for All&#039;&#039;&#039; position.  &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=72810</id>
		<title>Shogun (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=72810"/>
		<updated>2016-11-02T19:59:22Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Anti-Mech Utili-Tank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Shogun (Long War).png|left|frame|64px|Shogun]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Sapper (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Grenadier (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 2 || 7 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 3 || 10 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 4 || 2 || 12 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 2 || 14 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 5 || 3 || 17 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Mid-range Offensive/Defensive Support&lt;br /&gt;
&lt;br /&gt;
Fitting its name, the Shogun (&amp;quot;Warlord&amp;quot;) is - like the Engineer - a specialist in battlefield control, destroying enemy cover using &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Sapper&#039;&#039;&#039;. Whilst it doesn&#039;t have the raw range of the Archer, the Shogun can also act as a highly effective antimech platform using &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Grenadier&#039;&#039;&#039; also increase the number of grenade uses, allowing for sustained bombardment throughout longer missions.&lt;br /&gt;
&lt;br /&gt;
Unlike the Archer, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; via Alien Research; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more &#039;vulnerable&#039; and expendable SHIV to act as a close-range decoy.&lt;br /&gt;
&lt;br /&gt;
Remember to pick up the &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Anti-Mech Utili-Tank===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|CPL={{ Deadeye (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Shock Absorbent Armor (Long War)}} &lt;br /&gt;
|GSG={{ Rapid Fire (Long War)}} &lt;br /&gt;
|MSG={{ Absorption Fields (Long War)}}&lt;br /&gt;
|Strength=Killing large mechanical units&lt;br /&gt;
|Weakness=Long range shootouts&lt;br /&gt;
|Loadout=Kinetic Strike Module, Flamethrower; Battle Computer, defensive item&lt;br /&gt;
|Description=This soldier specializes in dealing massive damage up close to large mech units, using Rapid Fire with HEAT Ammo and surviving with several tank perks (Kinetic Strike Module works with HEAT Ammo as well). This Shogun takes Deadeye to deal with pesky Cyberdisks as well. When not facing robots, the Shogun deploys unlimited cover destruction and tanks for your squad. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=72809</id>
		<title>Shogun (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=72809"/>
		<updated>2016-11-02T19:47:07Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Anti-Mech Utili-Tank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Shogun (Long War).png|left|frame|64px|Shogun]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Sapper (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Grenadier (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 2 || 7 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 3 || 10 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 4 || 2 || 12 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 2 || 14 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 5 || 3 || 17 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Mid-range Offensive/Defensive Support&lt;br /&gt;
&lt;br /&gt;
Fitting its name, the Shogun (&amp;quot;Warlord&amp;quot;) is - like the Engineer - a specialist in battlefield control, destroying enemy cover using &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Sapper&#039;&#039;&#039;. Whilst it doesn&#039;t have the raw range of the Archer, the Shogun can also act as a highly effective antimech platform using &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Grenadier&#039;&#039;&#039; also increase the number of grenade uses, allowing for sustained bombardment throughout longer missions.&lt;br /&gt;
&lt;br /&gt;
Unlike the Archer, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; via Alien Research; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more &#039;vulnerable&#039; and expendable SHIV to act as a close-range decoy.&lt;br /&gt;
&lt;br /&gt;
Remember to pick up the &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Anti-Mech Utili-Tank===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|CPL={{ Deadeye (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Shock Absorbent Armor (Long War)}} &lt;br /&gt;
|GSG={{ Rapid Fire (Long War)}} &lt;br /&gt;
|MSG={{ Absorption Fields (Long War)}}&lt;br /&gt;
|Strength=Killing large mechanical units&lt;br /&gt;
|Weakness=Long range shootouts&lt;br /&gt;
|Loadout=Kinetic Strike Module, Flamethrower; Battle Computer, defensive item&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=72808</id>
		<title>Shogun (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shogun_(Long_War)&amp;diff=72808"/>
		<updated>2016-11-02T19:43:44Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Shogun (Long War).png|left|frame|64px|Shogun]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Sapper (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Grenadier (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 2 || 7 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 3 || 10 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 4 || 2 || 12 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 2 || 14 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 5 || 3 || 17 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Mid-range Offensive/Defensive Support&lt;br /&gt;
&lt;br /&gt;
Fitting its name, the Shogun (&amp;quot;Warlord&amp;quot;) is - like the Engineer - a specialist in battlefield control, destroying enemy cover using &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Sapper&#039;&#039;&#039;. Whilst it doesn&#039;t have the raw range of the Archer, the Shogun can also act as a highly effective antimech platform using &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; to put the hurt on Mechtoids, Cyberdiscs, and other mechanical foes. &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Grenadier&#039;&#039;&#039; also increase the number of grenade uses, allowing for sustained bombardment throughout longer missions.&lt;br /&gt;
&lt;br /&gt;
Unlike the Archer, the Shogun is a little more durable when it comes to defenses - but care should also be taken to protect it from enemy units that may also gain &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; via Alien Research; unfortunately, most of these enemies are also the kind that the Shogun excels in destroying. Consider using a more &#039;vulnerable&#039; and expendable SHIV to act as a close-range decoy.&lt;br /&gt;
&lt;br /&gt;
Remember to pick up the &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; Foundry project to increase the firepower of any MEC Grenade Launchers employed by the Shogun.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Anti-Mech Utili-Tank===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|CPL={{ Deadeye (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Shock-Absorbent Armor (Long War)}} &lt;br /&gt;
|GSG={{ Rapid Fire (Long War)}} &lt;br /&gt;
|MSG={{ Absorption Fields (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=72803</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=72803"/>
		<updated>2016-11-01T22:37:19Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Crit Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Crit Infantry===&lt;br /&gt;
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim. Massive late game damage dealer.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Aggression&#039;&#039;&#039; is the point of this build. Crit hard and crit often. &lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional base damage per turn. &#039;&#039;&#039;Deadeye&#039;&#039;&#039; is also a good choice, as few classes can reliably hit flying targets.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets.&lt;br /&gt;
&lt;br /&gt;
Gunnery Sgt: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for damage boost on crits.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for extra aim and survivability, especially on low mobility troops. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and survivability, and would rather increase damage.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Standard Rifle for reliable damage. Titan Armor for good mobility troops, orArchangel armor for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and laser sight, damage boosting or armor item.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Hyper Reactive Pupils or Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad).&lt;br /&gt;
&lt;br /&gt;
===Fire Support===&lt;br /&gt;
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Dominates until late game, when high-HP enemies can eat both overwatch shots without dying and high enemy defense makes the hits less reliable.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Deadeye&#039;&#039;&#039; is probably the best choice on higher difficulties, as an Overwatch Infantry is often your only real defense against floaters that charge in to flank your troops. &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). &#039;&#039;&#039;Ranger&#039;&#039;&#039; will increase the damage output and help increase the odds a reaction shot will be a kill shot. &lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit. &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness, or Titan with decent mobility. SCOPE and damage boosting item or armor. &lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry/Officer===&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Low defense, as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other&#039;s wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Suppression&#039;&#039;&#039;. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there&#039;s an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Lock &#039;N&#039; Load&#039;&#039;&#039;. Lets the Infantry maintain continual suppression and not miss a turn of effective action.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Makes for a nigh-indestructible soldier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be &#039;&#039;indestructible&#039;&#039; than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won&#039;t do much damage, but will expose it to further shots against which it will have much less DR.&lt;br /&gt;
&lt;br /&gt;
Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.&lt;br /&gt;
&lt;br /&gt;
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Tank Infantry can be equipped with a Heavy rifle: usually, the soldier will only take the single free shot from Light &#039;Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator), or a scope to help them contribute to damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The Tank Infantry&#039;s weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it&#039;s over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes &#039;&#039;cause&#039;&#039; there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to &#039;&#039;kill&#039;&#039; as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.&lt;br /&gt;
&lt;br /&gt;
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank, and can stack defensive items without as much offensive penalty.&lt;br /&gt;
&lt;br /&gt;
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=72802</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=72802"/>
		<updated>2016-11-01T22:35:34Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Fire Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Crit Infantry===&lt;br /&gt;
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim. Massive late game damage dealer.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. &lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional base damage per turn.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets.&lt;br /&gt;
&lt;br /&gt;
Gunnery Sgt: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for damage boost on crits.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for extra aim and survivability, especially on low mobility troops. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and survivability, and would rather increase damage.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Standard Rifle for reliable damage. Titan Armor for good mobility troops, orArchangel armor for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and laser sight, damage boosting or armor item.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Hyper Reactive Pupils or Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad).&lt;br /&gt;
&lt;br /&gt;
===Fire Support===&lt;br /&gt;
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Dominates until late game, when high-HP enemies can eat both overwatch shots without dying and high enemy defense makes the hits less reliable.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Deadeye&#039;&#039;&#039; is probably the best choice on higher difficulties, as an Overwatch Infantry is often your only real defense against floaters that charge in to flank your troops. &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). &#039;&#039;&#039;Ranger&#039;&#039;&#039; will increase the damage output and help increase the odds a reaction shot will be a kill shot. &lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit. &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness, or Titan with decent mobility. SCOPE and damage boosting item or armor. &lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry/Officer===&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Low defense, as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other&#039;s wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Suppression&#039;&#039;&#039;. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there&#039;s an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Lock &#039;N&#039; Load&#039;&#039;&#039;. Lets the Infantry maintain continual suppression and not miss a turn of effective action.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Makes for a nigh-indestructible soldier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be &#039;&#039;indestructible&#039;&#039; than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won&#039;t do much damage, but will expose it to further shots against which it will have much less DR.&lt;br /&gt;
&lt;br /&gt;
Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.&lt;br /&gt;
&lt;br /&gt;
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Tank Infantry can be equipped with a Heavy rifle: usually, the soldier will only take the single free shot from Light &#039;Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator), or a scope to help them contribute to damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The Tank Infantry&#039;s weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it&#039;s over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes &#039;&#039;cause&#039;&#039; there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to &#039;&#039;kill&#039;&#039; as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.&lt;br /&gt;
&lt;br /&gt;
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank, and can stack defensive items without as much offensive penalty.&lt;br /&gt;
&lt;br /&gt;
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=72801</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=72801"/>
		<updated>2016-11-01T22:32:58Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* The Most Interesting Sniper in the World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. Note that the Long War version of the perk does not function alongside [[Overwatch_(EU2012)|Overwatch]], unlike [[Abilities_(EU2012)#Sniper_Abilities|its base-game counterpart]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod, Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}} &lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Disabling Shot (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)|text=1 }}  &lt;br /&gt;
|Corporal3={{Snapshot (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (Long War) |text=1}} &lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Lock N Load (Long War)|text=1}} &lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{In The Zone (Long War) |text=1}} &lt;br /&gt;
|MSgt2={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Double Tap (Long War) |text=1}} &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8 ||5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 12|| 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 16|| 2(3)|| 15(-19)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 20 || 2(3)||17(-22)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 24||2(3) ||19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 28|| 2(3)||21(-28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so the role of &amp;quot;snap shot&amp;quot; skirmishing snipers is filled by snipers with a Marksman Rifles and the [[Scout (Long War)|Scout]]. With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, snipers are some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Disablers help out greatly for doing alien captures and temporarily negating dangerous threats, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers can hit with flexibility. You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
If Training Roulette is chosen, a lot of the same advice applies as in Vanilla, plus the various altered/custom Long War abilities (eg: &amp;quot;Lock N&#039; Load&amp;quot; does NOT allow for firing the Sniper Rifle weapons after reloading, as it consumes the first action of a turn: you can still use Steady Weapon, or their pistol slot weapon, instead.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===In the Zone Cleaner===&lt;br /&gt;
Role: Long Range Offense &lt;br /&gt;
&lt;br /&gt;
Classic In the Zone build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot&#039;s damage by 1 and critical chance by 10%. Snapshot and Lock N&#039; Load allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle&#039;s small magazine. Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in planning an ITZ chain. Snap Shot allows reloading and more firing, as well as repositioning to get more flanks.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; SnapShot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N&#039; Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Bring &#039;Em On -&amp;gt; Mayhem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT + Mayhem provide you with +7 average damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring &#039;Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Crit Monster===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision Shot -&amp;gt; Sharpshooter -&amp;gt; Platform Stability -&amp;gt; Bring &#039;Em On -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Most Interesting Sniper in the World===&lt;br /&gt;
Role: Mid to Long Range Offense, Cleanup and Utility&lt;br /&gt;
&lt;br /&gt;
See classic In the Zone build, but with Disabling Shot and a Marksman Rifle. Disabling Shot is arguably the best control perk in the game, completely neutralizing some of the most dangerous enemies in the game for a turn, and is too good to give up. Using the Marksman Rifle ensures the sniper won&#039;t have blocked Line of Sight in a moment of desperate need. It also allows the build to use In the Zone without Snapshot, and allows moving and shooting without an accuracy penalty. Requires careful planning to keep enemies out of range, but within the +5 tile Squadsight range of the Marksman Rifle.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Deadeye -&amp;gt; Disabling Shot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Deadeye is especially useful on higher difficulties, when the extreme defenses of flying units make them very difficult for hit. Especially useful to reliably clean up swarms of Floaters or Drones with ITZ.&lt;br /&gt;
&lt;br /&gt;
===Skirmisher===&lt;br /&gt;
Role: Mid to Long Range Offense, with Utility in Disabling Shot&lt;br /&gt;
&lt;br /&gt;
A sniper that can play at mid or long range, and can save the squad with a clutch Disabling Shot to take a Cyberdisc or Mectoid out of commission for a turn. Low Profile and Tactical Sense allow safe use of the Marksman Rifle to get closer and in position to land a crucial shot.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Low Profile -&amp;gt; Disabling Shot -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Tactical Sense -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=72800</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=72800"/>
		<updated>2016-11-01T22:31:04Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. Note that the Long War version of the perk does not function alongside [[Overwatch_(EU2012)|Overwatch]], unlike [[Abilities_(EU2012)#Sniper_Abilities|its base-game counterpart]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod, Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}} &lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Disabling Shot (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)|text=1 }}  &lt;br /&gt;
|Corporal3={{Snapshot (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (Long War) |text=1}} &lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Lock N Load (Long War)|text=1}} &lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{In The Zone (Long War) |text=1}} &lt;br /&gt;
|MSgt2={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Double Tap (Long War) |text=1}} &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8 ||5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 12|| 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 16|| 2(3)|| 15(-19)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 20 || 2(3)||17(-22)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 24||2(3) ||19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 28|| 2(3)||21(-28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so the role of &amp;quot;snap shot&amp;quot; skirmishing snipers is filled by snipers with a Marksman Rifles and the [[Scout (Long War)|Scout]]. With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, snipers are some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Disablers help out greatly for doing alien captures and temporarily negating dangerous threats, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers can hit with flexibility. You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
If Training Roulette is chosen, a lot of the same advice applies as in Vanilla, plus the various altered/custom Long War abilities (eg: &amp;quot;Lock N&#039; Load&amp;quot; does NOT allow for firing the Sniper Rifle weapons after reloading, as it consumes the first action of a turn: you can still use Steady Weapon, or their pistol slot weapon, instead.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===In the Zone Cleaner===&lt;br /&gt;
Role: Long Range Offense &lt;br /&gt;
&lt;br /&gt;
Classic In the Zone build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot&#039;s damage by 1 and critical chance by 10%. Snapshot and Lock N&#039; Load allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle&#039;s small magazine. Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in planning an ITZ chain. Snap Shot allows reloading and more firing, as well as repositioning to get more flanks.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; SnapShot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N&#039; Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Bring &#039;Em On -&amp;gt; Mayhem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT + Mayhem provide you with +7 average damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring &#039;Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Crit Monster===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision Shot -&amp;gt; Sharpshooter -&amp;gt; Platform Stability -&amp;gt; Bring &#039;Em On -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Most Interesting Sniper in the World===&lt;br /&gt;
Role: Mid to Long Range Offense, Cleanup and Utility&lt;br /&gt;
&lt;br /&gt;
See classic In the Zone build, but with Disabling Shot and a Marksman Rifle. Disabling Shot is arguably the best control perk in the game, completely neutralizing some of the most dangerous enemies in the game for a turn, and is too good to give up. Using the Marksman Rifle ensures the sniper won&#039;t have blocked Line of Sight in a moment of desperate need. It also allows the build to use In the Zone without Snapshot, and allows moving and shooting without an accuracy penalty. Requires careful planning to keep enemies out of range, but within the +5 tile Squadsight range of the Marksman Rifle.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; SnapShot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N&#039; Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.&lt;br /&gt;
&lt;br /&gt;
===Skirmisher===&lt;br /&gt;
Role: Mid to Long Range Offense, with Utility in Disabling Shot&lt;br /&gt;
&lt;br /&gt;
A sniper that can play at mid or long range, and can save the squad with a clutch Disabling Shot to take a Cyberdisc or Mectoid out of commission for a turn. Low Profile and Tactical Sense allow safe use of the Marksman Rifle to get closer and in position to land a crucial shot.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Low Profile -&amp;gt; Disabling Shot -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Tactical Sense -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=72799</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=72799"/>
		<updated>2016-11-01T22:22:21Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tactical Advice */  cleaned up repetiveness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. Note that the Long War version of the perk does not function alongside [[Overwatch_(EU2012)|Overwatch]], unlike [[Abilities_(EU2012)#Sniper_Abilities|its base-game counterpart]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod, Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}} &lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Disabling Shot (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)|text=1 }}  &lt;br /&gt;
|Corporal3={{Snapshot (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (Long War) |text=1}} &lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Lock N Load (Long War)|text=1}} &lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{In The Zone (Long War) |text=1}} &lt;br /&gt;
|MSgt2={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Double Tap (Long War) |text=1}} &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8 ||5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 12|| 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 16|| 2(3)|| 15(-19)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 20 || 2(3)||17(-22)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 24||2(3) ||19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 28|| 2(3)||21(-28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so the role of &amp;quot;snap shot&amp;quot; skirmishing snipers is filled by snipers with a Marksman Rifles and the [[Scout (Long War)|Scout]]. With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, snipers are some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Disablers help out greatly for doing alien captures and temporarily negating dangerous threats, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers can hit with flexibility. You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
If Training Roulette is chosen, a lot of the same advice applies as in Vanilla, plus the various altered/custom Long War abilities (eg: &amp;quot;Lock N&#039; Load&amp;quot; does NOT allow for firing the Sniper Rifle weapons after reloading, as it consumes the first action of a turn: you can still use Steady Weapon, or their pistol slot weapon, instead.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===In the Zone Cleaner===&lt;br /&gt;
Role: Long Range Offense &lt;br /&gt;
&lt;br /&gt;
Classic In the Zone build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot&#039;s damage by 1 and critical chance by 10%. Snapshot and Lock N&#039; Load allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle&#039;s small magazine. Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in planning an ITZ chain. Snap Shot allows reloading and more firing, as well as repositioning to get more flanks.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; SnapShot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N&#039; Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Bring &#039;Em On -&amp;gt; Mayhem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT + Mayhem provide you with +7 average damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring &#039;Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Crit Monster===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision Shot -&amp;gt; Sharpshooter -&amp;gt; Platform Stability -&amp;gt; Bring &#039;Em On -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Skirmisher===&lt;br /&gt;
Role: Mid to Long Range Offense, with Utility in Disabling Shot&lt;br /&gt;
&lt;br /&gt;
A sniper that can play at mid or long range, and can save the squad with a clutch Disabling Shot to take a Cyberdisc or Mectoid out of commission for a turn. Low Profile and Tactical Sense allow safe use of the Marksman Rifle to get closer and in position to land a crucial shot.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Low Profile -&amp;gt; Disabling Shot -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Tactical Sense -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=72798</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=72798"/>
		<updated>2016-11-01T22:09:30Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Jack of All Trades, Master of Everything */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
&lt;br /&gt;
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; to bring the Overwatch build online.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for extra damage, and because the gunner will be out of sight much of the time.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.&lt;br /&gt;
&lt;br /&gt;
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jack of All Trades, Master of Everything=== &lt;br /&gt;
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn&#039;t take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage, and late game it comes online again with massive utility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Helps ensure that at least the second shot of &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; will hit. Later, can be applied to entire groups of enemies with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit and cause major damage to larger ones despite their damage reduction. With &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; becomes your primary big robot killer, not surpassed until late game MEC troops.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, so it benefits from this strong defensive perk. &#039;&#039;&#039;Suppression&#039;&#039;&#039; also draws a lot of enemy fire.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk brings part of the &#039;&#039;magic&#039;&#039; of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=72797</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=72797"/>
		<updated>2016-11-01T22:06:50Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Jack of All Trades, Master of Everything */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
&lt;br /&gt;
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; to bring the Overwatch build online.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for extra damage, and because the gunner will be out of sight much of the time.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.&lt;br /&gt;
&lt;br /&gt;
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jack of All Trades, Master of Everything=== &lt;br /&gt;
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn&#039;t take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Helps ensure that at least the second shot of &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; will hit. Later, can be applied to entire groups of enemies with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit and cause major damage to larger ones despite their damage reduction. With &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; becomes your primary big robot killer, not surpassed until late game MEC troops.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, so it benefits from this strong defensive perk. &#039;&#039;&#039;Suppression&#039;&#039;&#039; also draws a lot of enemy fire.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk brings part of the &#039;&#039;magic&#039;&#039; of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=72796</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=72796"/>
		<updated>2016-11-01T22:06:29Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Jack of All Trades, Master of Everything */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
&lt;br /&gt;
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; to bring the Overwatch build online.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for extra damage, and because the gunner will be out of sight much of the time.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.&lt;br /&gt;
&lt;br /&gt;
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jack of All Trades, Master of Everything=== &lt;br /&gt;
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn&#039;t take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Helps ensure that at least the second shot of &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; will hit. Later, can be applied to entire groups of enemies with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction. With &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; becomes your primary big robot killer, not surpassed until late game MEC troops.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, so it benefits from this strong defensive perk. &#039;&#039;&#039;Suppression&#039;&#039;&#039; also draws a lot of enemy fire.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk brings part of the &#039;&#039;magic&#039;&#039; of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=72795</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=72795"/>
		<updated>2016-11-01T22:05:40Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
&lt;br /&gt;
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; to bring the Overwatch build online.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for extra damage, and because the gunner will be out of sight much of the time.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.&lt;br /&gt;
&lt;br /&gt;
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jack of All Trades, Master of Everything=== &lt;br /&gt;
An incredibly powerful hybrid that slaughters mechanicals while bringing massive utility to the squad via HEAT, Rapid Fire and Danger Zone Suppression. As it doesn&#039;t take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs. Can be brought on every single mission type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire. Later, can be applied to entire groups of enemies with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction. With &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; becomes your primary big robot killer, not surpassed until late game MEC troops.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. This Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, especially with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, so it benefits from this strong defensive perk. &#039;&#039;&#039;Suppression&#039;&#039;&#039; also draws a lot of enemy fire.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. Allows this build to crush large mechanicals like tin cans.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk brings part of the &#039;&#039;magic&#039;&#039; of the Bullet Wizard utility to your primary robot killer. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also chip damage from HEAT ammo to a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills, and the HEAT chip damage is immune to DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them. They also provide general utility and with area Suppression and Holo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The only weakness of this build is its lack of heavy defenses, as it often gets up close and personal to a large robot, and draws a lot of fire with Suppression. Bring Smoke Grenades and Medkits.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=72794</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=72794"/>
		<updated>2016-11-01T21:44:32Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Overwatch Gunner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
&lt;br /&gt;
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; to bring the Overwatch build online.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for extra damage, and because the gunner will be out of sight much of the time.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.&lt;br /&gt;
&lt;br /&gt;
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=72793</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=72793"/>
		<updated>2016-11-01T21:40:45Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Rocketeer (Long War).png|left|frame|64px|Rocketeer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to an explosives specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Rapid Reaction (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Fire In The Hole (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Snapshot (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Shock And Awe (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Javelin Rockets (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit, in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any stragglers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, which can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; perk, which gives a free rocket with increased AoE and increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference from vanilla is that Shredder Rockets will not destroy cover, and will not affect units that are in cover relative to the center of the blast.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Ranger&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine how precisely they can aim their rockets; a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. Equipment such as the SCOPE reduce scatter, but laser weapons and carbines do not influence rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers can carry additional rockets in item slots, but each one has a weight of 2 (twice that of most items). This can be offset by using lighter armor, or using an SMG as a primary weapon. Even without the Javelin perk, rockets can be fired slightly beyond visual range, allowing a lightly armored Rocketeer to remain slightly back from the front line while still being able to launch rockets.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
Rocketeers, more than any other unit, can save a situation gone horribly wrong, by blowing up a swarm of aliens, often clearing an entire flank or removing the cover of all opposition with a single action. They require forethought with &#039;&#039;&#039;Steady Weapon&#039;&#039;&#039; to make them effective, however, meaning they can be useless if they&#039;re caught out of position. As rocketeers are difficult to use in the beginning of the game without careful preparation because of rocket scatter, it would be wise to choose &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;; however further on in the game as aim improves, and eventually when the Blaster Launcher is available for manufacture, perk choices such as &#039;&#039;&#039;Fire in the Hole&#039;&#039;&#039; that increase the range and accuracy of rockets without moving can be highly desirable. In the midgame, council requests allow troops to instantly be promoted from Specialist to Corporal; with this a bumbling rookie can be immediately launched to the level of a competent Rocketeer with no labor required. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Standard Rain of Fire===&lt;br /&gt;
&lt;br /&gt;
This build is a massively powerful, long range mobile artillery unit that requires some preparation for maximum effectiveness. The only unit in the game that can single-handedly destroy a swarm of flying robotic units in a single turn, and can also destroy huge swaths of cover while doing massive damage. Falls off compared to MECs somewhat in the late game, only to come roaring back in the very-late game with the Blaster Launcher, becoming the most damaging unit in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: HEAT Warheads&#039;&#039;&#039;. A key perk that plays to the Rocketeer&#039;s unique role in clearing out swarms of hard-to-hit flying robots, as well as staying consistently useful in putting down high HP tanks later in the game. Adds +3 damage to the regular rocket launcher, +4 to Recoilless Rifle and +6 to Blaster Launcher, which is not affected by Damage Reduction that will shut down your other troopers&#039; smaller weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Fire in the Hole&#039;&#039;&#039;. Essential to this build, allowing a Rocketeer to shoot with decent accuracy even without &#039;&#039;&#039;Steady Weapon&#039;&#039;&#039;. &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; is useful if you have difficulty planning ahead, but is anti-synergistic with &#039;&#039;&#039;Steady Weapon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Shredder Ammo&#039;&#039;&#039;. &#039;&#039;&#039;Platform stability&#039;&#039;&#039; is a good choice, but the free extra rocket of &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; makes it preferable in most situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Mayhem&#039;&#039;&#039;. Stacks even more damage on top of the already-punishing rocket launcher shots. Also helps compensate for the damage lost by rocket shots that scatter from the muzzle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Shock &amp;amp; Awe&#039;&#039;&#039;. As every perk in the build makes rockets better, what could be better than more rockets? Helps give the soldier more longevity on long missions as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Tandem Warheads&#039;&#039;&#039;. All 3 perks are excellent. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; increases the AoE of your rockets, but risks being too much of a good thing if you have to fire close to your own troops. &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; make it so your soldier will never worry about reaching the target again, and also keeps them safely behind the lines. &#039;&#039;&#039;Tandem Warhead&#039;&#039;&#039; adds the most damage overall, as even aliens merely brushed by the rocket will take full damage, which is especially useful as alien Damage Reduction increases late game.&lt;br /&gt;
&lt;br /&gt;
===Hybrid Overwatch Rocket===&lt;br /&gt;
&lt;br /&gt;
A very interesting hybrid rifleman that is both a powerful shooter and rocket slinger. Suffers from the fact that rockets need a lot of specialization to become useful and cannot get key perks to be both an optimal Overwatch and Rocket build. Load with a Scope and a shredder rocket.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Ranger&#039;&#039;&#039;. Adds damage to both the rifle and rocket launcher. Can&#039;t go wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Rapid Reaction&#039;&#039;&#039;. Build enabler. Multishot overwatch perk that synergizes with the Rocketeer&#039;s naturally high aim. Unfortunately requires skipping &#039;&#039;&#039;Fire in the Hole,&#039;&#039;&#039; meaning that this build will have poorly aimed rockets until late game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Platform Stability&#039;&#039;&#039;. Allows &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; shots to have +10 aim, which is huge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Opportunist&#039;&#039;&#039;. Allows the build to really come online, as it will consistently allow hits on overwatch. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Extra Conditioning&#039;&#039;&#039;. A &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; build needs every point of aim it can get, and the extra HP is great for a front line troop. &#039;&#039;&#039;Shock &amp;amp; Awe&#039;&#039;&#039; is also a good choice for the increase in explosive power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Tandem Warheads&#039;&#039;&#039;. All 3 perks are excellent. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; increases the AoE of your rockets, but risks being too much of a good thing if you have to fire close to your own troops. &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; make it so your soldier will never worry about reaching the target again, and also keeps them safely behind the lines. &#039;&#039;&#039;Tandem Warhead&#039;&#039;&#039; adds the most damage overall, as even aliens merely brushed by the rocket will take full damage, which is especially useful as alien Damage Reduction increases late game.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]] for more details.&lt;br /&gt;
&lt;br /&gt;
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however rockets are heavy, so carrying additional rockets as items will cause a mobility penalty due to encumbrance.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=72792</id>
		<title>Damage (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(Long_War)&amp;diff=72792"/>
		<updated>2016-11-01T21:06:35Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Heat Warheads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header (Long War)}}&amp;lt;div class=&amp;quot;floatright&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Weapon Damage&#039;&#039;&#039; (BWD): This is each weapon damage stat configurable in DefaultGameCore.ini file. The weapon ranges shown in game in barracks are computed from this stat based on the randomization process, with an algorithm designed by Amineri for long war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modified Weapon Damage&#039;&#039;&#039; (MWD): This is the median damage after most modifiers, on which the randomization process (+/- 25%) is applied.  Increases to MWD, such as Ranger and Vital Point Targeting, increase the overall damage range.&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage Calculation ==&lt;br /&gt;
&lt;br /&gt;
Steps for calculating damage:&lt;br /&gt;
&lt;br /&gt;
# Roll for hit chance and crit chance&lt;br /&gt;
# Apply penalty to BWD due to skills&lt;br /&gt;
# Compute Modified Weapon Damage (MWD) by adding all bonus damage from equipped items and relevant perks&lt;br /&gt;
#* Add bonus critical damage if a critical hit is rolled&lt;br /&gt;
# Damage randomization: roll for damage value between roughly 75% to 125% of MWD&lt;br /&gt;
#* Roll between roughly 125% to 175% of MWD if a critical hit&lt;br /&gt;
# Apply further randomization and range fall off for Explosives&lt;br /&gt;
# Subtract target DR&lt;br /&gt;
# Add any extra bonus damage from certain perks&lt;br /&gt;
&lt;br /&gt;
== Accuracy and Critical Chance ==&lt;br /&gt;
&lt;br /&gt;
All sources of defense on the target are subtracted from all sources of aim on the shooter to produce a percentage hit chance equal to the net result out of 100.  The breakdown can be viewed by using F1 while targeting an enemy, which displays the hit chance of a particular attack. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical chance is likewise computed by adding up all sources of critical chance and subtracting any critical chance penalties.  The [[Abilities_List_(Long_War)#Resilience|Resilience]] perk reduces critical chance to zero.  Reaction fire can&#039;t critically hit without the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk or if the target is wearing the [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overwatch fire receives unique multiplicative penalties.  These are applied after normal hit chance is calculated. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Aim===&lt;br /&gt;
&lt;br /&gt;
Persistent Sources: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Aim of Shooter: ~65 (for average rookies)&lt;br /&gt;
* All [[Weapons (Long War)#Laser|Laser]]-tech Weapons: +6&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#SHIV_weapons|Superheavy Plasma]] [SHIV Weapon]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment_(Long_War)#SHIV_modules|Smart-shell Pod]] [SHIV Equipment]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Holo-targeter]] [MEC Equipment]: +4 &lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Drum Mags]] [Small Item]: -4&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Rail Pistols]] [Foundry project]: +8 for sidearms only&lt;br /&gt;
* [[Abilities_List_(Long_War)#Band of Warriors|Band of Warriors]] [Officer Perk]: +2 per continent bonus XCOM has earned&lt;br /&gt;
* [[Abilities_List_(Long_War)#So Others May Live|So Others May Live]] [Officer Perk]: +1 per mission survived with zero casualties (up to +8)&lt;br /&gt;
&lt;br /&gt;
Conditional Sources: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Height Advantage (for being at a higher elevation than the target): +20&lt;br /&gt;
* Close Range Advantage (for being close to the target): +0 to 30 (doubled for shotguns)&lt;br /&gt;
* Close Range Penalty (for being too close with a long-range weapon): -0 to 30&lt;br /&gt;
* Long Range Penalty (for being too far with a close-range weapon): -0 to 30&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]] [Weapon Skill]: +30 for the Flush shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]] [Weapon Skill]: -10 for the Disabling Shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Rapid_Fire|Rapid Fire]] [Weapon Skill]: -15 for both attacks&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Deadeye|Deadeye]] [Perk]: +15 against flying enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10 against targets in full cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Snapshot|Snapshot]] [Perk]: -10 after taking a costly action&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Hyper-reactive Pupils|Hyper-reactive Pupils]] [Gene Mod]: +10 on any shot after a miss&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 until the end of the mission after taking damage&lt;br /&gt;
&lt;br /&gt;
Temporary Sources: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Holo-targeting|Holo-targeting]] [Perk]: +10 against target until start of next turn&lt;br /&gt;
* Suppressed (as from [[Abilities_List_(Long_War)#Suppression|Suppression]] [Effect]: -30 for one turn or until the suppression ends&lt;br /&gt;
* Disoriented (as from e.g. [[Equipment (Long_War)#Support grenades|Flashbang]]) [Effect] : -50 for 2 turns&lt;br /&gt;
* Acid-covered (as from e.g. [[Equipment (Long_War)#Support grenades|Chem Grenade]]) [Effect]: -20 for 2-4 turns&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mindfray|Mindfray]] [Psionic Skill]: -25 for 3 turns&lt;br /&gt;
&lt;br /&gt;
===Additive Sources of Defense===&lt;br /&gt;
&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* Defense of Target: ~0 (for average rookies)&lt;br /&gt;
* [[Primary Weapons (Long War)#Carbines|Plasma Carbine]] (Weapon): +6&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]] [Small Item]: +4&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: -6&lt;br /&gt;
* [[Equipment_(Long_War)#MEC_equipment|Battle Computer]] [MEC Equipment]: +8&lt;br /&gt;
* [[Abilities_List_(Long_War)#Espirit de Corps|Espirit de Corps]] [Officer Perk]: +5&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Half Cover: +30 (+60 hunkered)&lt;br /&gt;
* Full Cover: +45 (+90 hunkered)&lt;br /&gt;
* Flight Mode [Granted by [[Armor_(Long_War)#Soldier_armor|Antigrav]] armors]: +30&lt;br /&gt;
* [[Abilities_List_(Long_War)#Tactical_Sense|Tactical Sense]] [Perk]: +5 per enemy in view, up to +20&lt;br /&gt;
* [[Abilities_List_(Long_War)#Automated_Threat_Assessment|Automated Threat Assessment]] [Perk]: +15 while on overwatch, before the first overwatch shot&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damn_Good_Ground|Damn Good Ground]] [Perk]: +10 against enemies in lower elevation&lt;br /&gt;
* [[Abilities_List_(Long_War)#Semper_Vigilans|Semper Vigilans]] [Officer Perk]: +5 while in cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Distortion_Field|Distortion Field]] [Psionic Ability]: +10 to allies in cover within 4 tiles&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Smoke_Grenade|Smoke Grenade]]: +20 (smoke lasts for 2 full turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Dense_Smoke|Dense Smoke]]: +40, instead of +20 (smoke lasts for 2 full turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Telekinetic_Field|Telekinetic Field]] [Psionic Ability]: +40 for 1 full turn&lt;br /&gt;
&lt;br /&gt;
===Sources of Critical Chance===&lt;br /&gt;
&lt;br /&gt;
Persistent Sources:&lt;br /&gt;
&lt;br /&gt;
* All [[Weapons (Long War)#Pulse|Pulse-tech]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Carbines|Carbines]]: +4&lt;br /&gt;
* All [[Primary Weapons (Long War)#Assault_Rifles|Assault Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Battle_Rifles|Battle Rifles]]: +8&lt;br /&gt;
* All [[Primary Weapons (Long War)#Shotguns|Shotguns]]: +16&lt;br /&gt;
* All [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]]: +12&lt;br /&gt;
* All [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]]: +20&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Laser Sight]] [Small Item]: +4&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|SCOPE]] [Small Item]: +8&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Neural Gunlink]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Illuminator Gunsight]] [Small Item]: +12&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Alloy Bipod]] [Small Item]: +6&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Reaper Pack]]: +16 for [[Weapons (Long War)#Beam|Beam]]/[[Weapons (Long War)#Pulse|Pulse]] weapons &lt;br /&gt;
* [[Abilities_List_(Long_War)#Sharpshooter|Sharpshooter]] [Perk]: +10&lt;br /&gt;
&lt;br /&gt;
Conditional Sources:&lt;br /&gt;
&lt;br /&gt;
* Flanked or Exposed Target: +50&lt;br /&gt;
* Hardened [Perk] Target: -60 (-30 when shot by the [[Primary Weapons (Long War)#Sniper_Rifles|Gauss Long Rifle]])&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +30 for the Precision Shot attack&lt;br /&gt;
* [[Abilities_List_(Long_War)#Adrenaline_Surge|Adrenaline Surge]] (as from e.g. [[Equipment (Long_War)#Utility devices|Combat Stims]]) [Perk]: +10 after taking damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Aggression|Aggression]] [Perk]: +10 per enemy in sight, up to +30%&lt;br /&gt;
* [[Abilities_List_(Long_War)#Executioner|Executioner]] [Perk]: +10 against targets at 50% or less health&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lone_Wolf|Lone Wolf]] [Perk]: +10 when not within 7 tiles of a friendly unit&lt;br /&gt;
* [[Abilities_List_(Long_War)#Platform_Stability|Platform Stability]] [Perk]: +10 before taking any costly (blue) actions&lt;br /&gt;
* [[Abilities_List_(Long_War)#Squadsight|Squadsight]] [Perk]: -20 to targets past visual range&lt;br /&gt;
* [[Abilities_List_(Long_War)#Depth_Perception|Depth Perception]] [Gene Mod]: +5 against enemies in lower elevation&lt;br /&gt;
&lt;br /&gt;
Temporary Sources:&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combat_Drugs|Combat Drugs]]: +20 (smoke lasts for 2 turns)&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_The_Zone|In The Zone]] [Perk]: -10 for each successive In The Zone kill during your turn&lt;br /&gt;
&lt;br /&gt;
===Overwatch Penalties===&lt;br /&gt;
&lt;br /&gt;
Overwatch fire (not including Suppression) has multiplicative penalties applied to it after normal hit is calculated.  All penalties stack multiplicatively with each other.&lt;br /&gt;
&lt;br /&gt;
* Base Reaction Fire penalty: x0.7, or x0.5 if the target is dashing (removed if the shooter has the [[Abilities_List_(Long_War)#Opportunist|Opportunist]] perk)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Lightning_Reflexes|Lightning Reflexes]]: x0.1 for the first shot, and x0.3 for each subsequent shot.&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chameleon Suit]]: x0.5&lt;br /&gt;
&lt;br /&gt;
== Damage Penalties ==&lt;br /&gt;
&lt;br /&gt;
Penalties to base damage from special skills are applied here.  Because the damage is rounded down to the nearest integer, increasing weapon tech levels to an odd BWD will not increase the damage of special skills.  Note that sources of extra damage are not reduced by these special skills, as they apply only to base damage.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Flush|Flush]]: Damage is reduced to 50% of BWD.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Rockets]]: Damage is reduced to 60% of BWD.&lt;br /&gt;
* [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]]: Damage is set to 1.&lt;br /&gt;
&lt;br /&gt;
== Computing Modified Weapon Damage (MWD) ==&lt;br /&gt;
&lt;br /&gt;
MWD is the sum of BWD and all the flat bonuses to weapon damage from equipped items and relevant perks.  If a critical hit was previously rolled, all sources of critical hit damage are added as well, and the average damage is increased by ~50% in the randomization step. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mayhem Suppression always has an MWD of exactly 2 regardless of other additive modifiers, and no randomization is applied to it.&lt;br /&gt;
&lt;br /&gt;
===Sources of MWD===&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Ranger|Ranger]] [Perk]: +1 to all [[Primary Weapons (Long War)|Primary Weapons]] and [[Secondary_Weapons_(Long_War)|Secondary Weapons]]&lt;br /&gt;
* [[Abilities_List_(Long_War)#Vital-Point Targeting|Vital-Point Targeting]] [Perk]: +2 to [[Primary Weapons (Long War)|Primary Weapons]] &amp;amp; the [[Secondary_Weapons_(Long_War)#MEC_secondary_weapons|Kinetic Strike Module]], and +1 to [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]], vs. EXALT, Zombies, Outsiders and autopsied aliens&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mayhem|Mayhem]] [Perk]: +4 for [[Primary Weapons (Long War)#Sniper_Rifles|Sniper Rifles]] and [[Primary Weapons (Long War)#Marksman_Rifles|Marksman Rifles]] (Does not apply to Disabling Shot), +2 for all Explosives, +2 for [[Primary Weapons (Long War)#SAWs|SAWs]] and [[Primary Weapons (Long War)#LMGs|LMGs]], +1 for [[Abilities_List_(Long_War)#Flush|Flush]] attacks.&lt;br /&gt;
* [[Abilities_List_(Long_War)#In_The_Zone|In the Zone]] [Perk]: -1 for each successive In The Zone kill during your turn&lt;br /&gt;
* [[Abilities_List_(Long_War)#Sapper|Sapper]] [Perk]: +1 for HE &amp;amp; AP, and +2 for Alien [[Equipment (Long_War)#Explosives|Grenades]]&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Alloy-Jacketed Rounds]] [Small Item]: +1 to [[Weapons (Long War)#Ballistic|Ballistic]] and [[Weapons (Long War)#Gauss|Gauss]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Enhanced Beam Optics]] [Small item]: +1 to [[Weapons (Long War)#Laser|Laser]] and [[Weapons (Long War)#Pulse|Pulse]] weapons&lt;br /&gt;
* [[Equipment (Long_War)#Special ammunition|Plasma Stellerator]] [Small Item]: +1 to [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#Pistol_Upgrades|Reflex Pistols]] [Foundry Project]: +1 for all [[Secondary_Weapons_(Long_War)#Soldier_sidearms|Sidearms]]&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Enhanced Plasma]] [Foundry Project]: +1 for all [[Weapons (Long War)#Plasma|Plasma]] weapons&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Alien Grenades]] [Foundry Project]: +2 for [[Equipment (Long_War)#Explosives|AP Grenades]]&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Battle_Rifles|Heavy Plasma Rifle]] [Weapon]: +1 when steadied&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#LMGs|Plasma Dragon]] [Weapon]: +1 to flying targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#MEC_Weapons|Particle Canon]] [MEC Weapon]: +1 to robotic targets&lt;br /&gt;
&lt;br /&gt;
===MWD Critical Hit Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Note: the game adds all sources of critical damage before the ~50% critical hit bonus in the randomization step, but all in-game descriptions of bonus critical damage include the ~50% bonus, so in-game descriptions will be ~50% higher than mentioned here, but the net effect is the same in most cases. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (Long_War)#Weapon attachments|Targeting Module]] [Small Item]: +1&lt;br /&gt;
* [[Abilities_List_(Long_War)#Precision Shot|Precision Shot]] [Skill]: +2 for Ballistic, Laser, and Gauss; +3 for Pulse; +4 for Plasma (for [[Primary_Weapons_(Long_War)#Sniper_Rifles|Sniper Rifles]] only)&lt;br /&gt;
* [[Abilities_List_(Long_War)#Bring_Em_On|Bring Em On]] [Perk]: +1 damage for 1-2 visible enemies; +2 damage for 3-4 visible enemies; +3 damage for 5-6 visible enemies; +4 damage for 7 or more visible enemies&lt;br /&gt;
* [[Abilities_List_(Long_War)#Killer_Instinct|Killer Instinct]] [Perk]: +33.4% of BWD, rounded up; ranges from +2 to +4 depending on weapon and tech level, see the [[Damage_(Long_War)#Killer_Instinct|chart]], below&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Assault_Rifles|Plasma Rifle]] [Weappn]: +1 to Biological targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Shotguns|Reflex Canon]] [Weapon]: +1 on targets within 4 tiles&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Marksman_Rifles|Reflex Rifle]] [Weapon]: +1 to flanked or exposed targets&lt;br /&gt;
* [[Primary_Weapons_(Long_War)#Sniper_Rifles|Plasma Sniper Rifle]] [Weapon]: +1 to targets beyond 35 range (~23 tiles)&lt;br /&gt;
&lt;br /&gt;
== Damage Randomization==&lt;br /&gt;
&lt;br /&gt;
The purpose of the randomization is to pick a integer value between roughly MWD*0.75 and MWD*1.25 with an average of MWD*1.0. For critical hits, the same length interval is used, except shifted to an average of ~MWD*1.5, though critical hits will always at least as much damage as the highest possible roll for a regular hit, and this requirement sometimes increases the average past 1.5*MWD.  Damage Roulette changes the range from 0.5*MWD to 1.5*MWD, with the average damage of critical hits increased to MWD*2.0; again, with the same damage range. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The randomization works in integer values only.  A die of size 2*MWD+2 is rolled, where each integer point of final damage is assigned up to four possible results on that die (except for the highest and lowest values, which may be assigned less).  The weighted average of all possible results equals MWD.  For a better understanding, reference the charts, below.&lt;br /&gt;
&lt;br /&gt;
=== MWD Randomization Table: Regular Hit ===&lt;br /&gt;
&lt;br /&gt;
[[File:LR_MWD_randomisation_noncrit.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomisation results for that particular MWD based on the 2*MWD+2 system.  The rightmost column has weapon&#039;s damage range (min,max) for that MWD.  The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).&lt;br /&gt;
&lt;br /&gt;
=== MWD Randomization Table: Critical Hit ===&lt;br /&gt;
&lt;br /&gt;
[[File:LR_MWD_randomisation_crits.jpg|center|800x357px]]&lt;br /&gt;
&lt;br /&gt;
Y axis has MWD values. Row values are possible randomization results for that particular MWD based on the 2*MWD+2 system.  The rightmost column has weapon&#039;s damage range (min,max) for that MWD.  The probability to roll a particular value given a particular MWD is (number of times value appears in the row) / (total number of values in the row).  Note that the average damage is shifted approximately 50% (or more) higher, and the lowest damage roll is always equal to or higher than the largest damage roll in the corresponding row of the regular hit table.&lt;br /&gt;
&lt;br /&gt;
== Extra Explosive RNG ==&lt;br /&gt;
&lt;br /&gt;
Each unit has the damage reduced based on distance from the center. Damage falls as the square of the radius, down to 25% at the edge. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explosives also have extra RNG associated with them.  Each target hit is equally likely to randomly roll +1, 0, or -1 to damage, reflecting a higher damage range than regular weapons.&lt;br /&gt;
&lt;br /&gt;
== Damage Reduction ==&lt;br /&gt;
&lt;br /&gt;
Long War adds a new mechanic called Damage Reduction. When a unit takes damage, the amount is reduced by the damage reduction value. The amount blocked by damage reduction can be seen in game as a blue shield icon below the normal red damage indication text after a shot.&lt;br /&gt;
&lt;br /&gt;
If the damage reduction a unit has is not a whole number, the damage is reduced by one of the two nearest whole numbers, with probability based on the fraction. For example, a unit with 1.66 damage reduction has a 66% chance of the damage being reduced by 2 and a 34% chance of the damage being reduced by 1.&lt;br /&gt;
&lt;br /&gt;
The steps to calculating DR are as follows:&lt;br /&gt;
# Flat Inherent DR is applied&lt;br /&gt;
# Acid negates the higher of 50% or 3 points of the above DR.&lt;br /&gt;
# Percentage DR is applied (multiplicatively) to the remaining damage&lt;br /&gt;
# Flat Cover DR is applied, if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket&lt;br /&gt;
# Other effects that negate DR (except acid) are applied&lt;br /&gt;
# If there is any net DR from the above steps, it is multiplied by 1.5 if damage source is a shotgun without breaching ammo&lt;br /&gt;
&lt;br /&gt;
===Sources of DR===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Inherent DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From Armor:&lt;br /&gt;
* Alien Inherent DR: ranges from 0.0 to 9.0 depending on alien type and research level.&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Titan Armor]]: 0.5&lt;br /&gt;
* [[Armor_(Long_War)#Soldier_armor|Archangel Armor]]: 0.3&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-1 Paladin]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-2 Defender]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-3 Valiant]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-4 Dauntless]]: 2.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-5 Devastator]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-6 Vanguard]]: 1.0&lt;br /&gt;
* [[Armor_(Long_War)#MEC_exoskeletons|MEC-7 Vindicator]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|SHIV]]: 1.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Alloy SHIV]]: 2.5&lt;br /&gt;
* [[Armor_(Long_War)#SHIV_units|Hover SHIV]]: 2.0&lt;br /&gt;
&lt;br /&gt;
Other Sources:&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Reinforced Armor]] [Small Item]: +1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Psi Screen]] [Small Item]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Iron_Skin|Iron Skin]] [Gene Mod]: +1.0&lt;br /&gt;
* [[Abilities_List_(Long_War)#Damage_Control|Damage Control]] [Perk]: +1.5 for 2 turns after taking damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Mind_Merge|Mind Merge]] [Psionic Ability]: +(&amp;lt;Will of caster&amp;gt; / 50)&lt;br /&gt;
* [[Abilities_List_(Long_War)#One_For_All|One For All]] [MEC Ability]: +1.0&lt;br /&gt;
&lt;br /&gt;
Note: each Ethereal still alive in the final Temple Ship room adds 15 bonus DR to the Uber Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Percentage DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage in excess of inherent DR has the following stacking multipliers applied to it.  For instance, a Mectoid with Psi Shield and Shock-Absorbent Armor who is attacked from close range reduces the resulting damage to to 0.5*0.667 = 0.3335 of it&#039;s normal value, so a shot that rolled 21 damage deals 21*0.3335 = 7 damage, with 14 blocked by DR.&lt;br /&gt;
&lt;br /&gt;
* Psi Shield ([[Alien_Life_Forms_(Long_War)#Mechtoid|Mechtoid]] ability): x0.5&lt;br /&gt;
* [[Equipment_(Long_War)#Utility_devices|Combat Stims]]: x0.6 if user is in cover and not flanked&lt;br /&gt;
* [[Equipment_(Long_War)#Protective_gear|Chitin Plating]]/[[Alien_Life_Forms_(Long_War)#Chryssalid|Chryssalids]]: x0.6 versus melee damage&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shock-Absorbent_Armor|Shock-Absorbent Armor]]: x0.667 if source is within 4 tiles&lt;br /&gt;
* [[Abilities_List_(Long_War)#Absorption_Fields|Absorption Fields]]: x0.6 to any of the damage beyond 2 points (e.g. 12 = 2 + 10*0.6 = 8)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat Cover DR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Applies only if the target is in cover and not flanked, and the weapon is not an AP Grenade or Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
* [[Cover_(Long_War)|Low Cover]]: +0.667&lt;br /&gt;
* [[Cover_(Long_War)|Full Cover]]: +1.0&lt;br /&gt;
* [[Cover_(Long_War)|Hunker Down]]: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Fortiores_Una|Fortiores Una]]: a further +0.667 or +1.0 depending on cover&lt;br /&gt;
* [[Abilities_List_(Long_War)#Will_to_Survive|Will to Survive]]: 1.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flat DR Reduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
DR reduction cannot exceed the targets DR; that is, any DR reduction beyond that amount is ignored.  Note that acid is in it&#039;s own separate category; reference the steps to calculating DR above.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Combined_Arms|Combined Arms]] [Perk]: -1.0&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Armor-Piercing Ammo]] [Small Item]: -2.0&lt;br /&gt;
* [[Weapons_(Long_War)#Gauss|Gauss]] Weapons: -0.34&lt;br /&gt;
* [[Foundry_(Long_War)#General_Weapon_Upgrades|Quenchguns]] [Foundry Project]: -0.67, instead of -0.34 for normal [[Weapons_(Long_War)#Gauss|Gauss]] weapons&lt;br /&gt;
&lt;br /&gt;
== Bonus Damage ==&lt;br /&gt;
&lt;br /&gt;
Some sources of bonus damage are applied after all other steps, including MWD, randomization, and DR.&lt;br /&gt;
&lt;br /&gt;
* [[Abilities_List_(Long_War)#Shredder_Ammo|Shredder Ammo]]: If the target is shredded, the remaining damage after DR (if any) is multiplied by 1.4 rounded down, with a minimum increase of 1.  Shredding can be completely negated by DR, but if the resulting damage after DR is non-zero, Shredding will always add at least 1 extra point of damage.  The shredder bonus does not apply to any extra damage from the other bonus sources in this list.&lt;br /&gt;
* [[Abilities_List_(Long_War)#HEAT_Ammo|HEAT Ammo]] &amp;amp; [[Abilities_List_(Long_War)#HEAT_Warheads|HEAT Warheads]]: If the target is robotic, HEAT adds a bonus of 0.5*BWD rounded down.  Note that it adds Base Weapon Damage.  Even if the attack was reduced to zero damage through DR, HEAT will still inflict it&#039;s full damage.  Reference the charts below for a detailed breakdown on the bonus damage for each weapon type.&lt;br /&gt;
* [[Equipment_(Long_War)#Special_ammunition|Flak Ammo]]: If the target is flying, Flak Ammo adds a bonus of 0.2*BWD rounded up, or 2, whichever is higher.  This is functionally similar to HEAT ammo.  Most weapons gain a bonus of 2 from Flak Ammo; weapons with base damage of between 11 and 15 gain 3.&lt;br /&gt;
&lt;br /&gt;
== Multiplicative Damage Perk Charts==&lt;br /&gt;
&lt;br /&gt;
===HEAT Ammo===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 40%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Ammo bonus damage, by weapon.&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SAW&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| LMG&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| SHIV Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| MEC Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot;| Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| +5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heat Warheads===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 15%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Warheads bonus damage for grenades.&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 30%;&amp;quot;| Damage&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | HE&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | AP&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Alien Grenade&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 15%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | HEAT Warheads bonus damage for rockets.&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%;&amp;quot;| Damage&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Rocket Launcher&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Recoilless Rifle&lt;br /&gt;
| +4&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Blaster Launcher&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Killer Instinct===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 40%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Bonus added to MWD on critical hits, per weapon.&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Carbines&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Assault Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Battle Rifles&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | SMGs&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Shotguns&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Pistols&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 15%;&amp;quot; | Machine Pistols&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Ballistic&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +2 &lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gauss&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pulse&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| -&lt;br /&gt;
| +3&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| +3&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that critical hits are scaled up by ~50% in the damage randomization step, so all values here will be increased by 50% for the purposes of their effect on final damage.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=72791</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=72791"/>
		<updated>2016-11-01T20:52:35Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tactical Advice */ cleaned up a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Rocketeer (Long War).png|left|frame|64px|Rocketeer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to an explosives specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Rapid Reaction (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Fire In The Hole (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Snapshot (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Shock And Awe (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Javelin Rockets (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit, in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any stragglers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, which can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; perk, which gives a free rocket with increased AoE and increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference from vanilla is that Shredder Rockets will not destroy cover, and will not affect units that are in cover relative to the center of the blast.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Ranger&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine how precisely they can aim their rockets; a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. Equipment such as the SCOPE reduce scatter, but laser weapons and carbines do not influence rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers can carry additional rockets in item slots, but each one has a weight of 2 (twice that of most items). This can be offset by using lighter armor, or using an SMG as a primary weapon. Even without the Javelin perk, rockets can be fired slightly beyond visual range, allowing a lightly armored Rocketeer to remain slightly back from the front line while still being able to launch rockets.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
The XCom long war commander should consider two base routes for his rocketeers- use in the beginning-midgame and use later on. As rocketeers are nearly useless in the beginning of the game because of rocket scatter, it would be wise to choose snap shot; however further on in the game, when the blaster launcher is available for manufacture, perk choices that increase the range and accuracy of rockets without moving can be highly desirable. The Arty is best exploited late in the game, when soldier rewards from council requests allow troops to instantly be promoted from squaddie to Sergeant; with this a bumbling rookie can be immediately launched to the level of a competent Arty rocketeer with no labor required. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arty===&lt;br /&gt;
&lt;br /&gt;
The arty is primarily for late-game missions, but could find some use in mid- game with the recoilless rifle. The Arty is a massively powerful, long range mobile artillery unit that makes full use of the blaster launcher. Arty rocketeers have no need for either cover or close proximity because of the long range, incredible accuracy and absurd damage the blaster launcher and his perks provide.&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: Both &#039;&#039;&#039;Ranger&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; are fine choices, although HEAT Warheads might be preferred for taking out tanks.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Fire in the Hole&#039;&#039;&#039; is essential to this build, giving the blaster launcher much-desired range.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Platform stability&#039;&#039;&#039; may be a good choice, especially if you are using the standard rocket launcher or the recoilless rifle, but the free extra rocket of &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; makes it preferable in most situations, especially if you have the blaster launcher unlocked.&lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; stacks even more damage on top of the already-punishing rockets and blaster launcher shots. Also helps compensate for the damage lost by long range blaster launcher shots, or rocket shots that scatter from the muzzle.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]] for more details.&lt;br /&gt;
&lt;br /&gt;
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however rockets are heavy, so carrying additional rockets as items will cause a mobility penalty due to encumbrance.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=72790</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=72790"/>
		<updated>2016-11-01T20:38:50Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|Medic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Suppression (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Field Surgeon (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Rapid Reaction (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Revive (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Ready For Anything (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Paramedic (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Combat Drugs (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bombard (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Savior (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 6(7) || 6(7)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 6(7) || 12(14)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 8 || 4(5) || 16(19)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 10 || 3(4) || 19(23)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 13 || 3(4) || 22(27)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 15 || 3(4) || 25(31)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 18 || 3(4) || 28(35)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing his squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 1: Field Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. &#039;&#039;&#039;Suppression&#039;&#039;&#039; provides utility and control on a class that doesn&#039;t otherwise have much offensive potential. &#039;&#039;&#039;Steadfast&#039;&#039;&#039; gives a will boost that is very useful to &#039;&#039;&#039;Officers&#039;&#039;&#039; and &#039;&#039;&#039;Psychic&#039;&#039;&#039; troopers. &#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; is possibly the worst perk in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Revive&#039;&#039;&#039;. If your soldiers fall and are lucky enough to be critically wounded instead of outright killed, this will allow them to get up and keep fighting. However, you will have a very wounded soldier to babysit for the rest of the mission, making this perk overall one of the least useful in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Paramedic&#039;&#039;&#039;. Many handy uses - run to a wounded teammate, heal and then run to better cover, or heal and then shoot or suppress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Opportunist&#039;&#039;&#039;. As you haven&#039;t taken the &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; perk, this has the most use, unless you plan to put a grenade in your item slot every mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Sprinter&#039;&#039;&#039; or &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;. &#039;&#039;&#039;Sprinter&#039;&#039;&#039; is incredible for extra mobility, getting to a wounder teammate or flanking an enemy. &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039; will allow your &#039;&#039;&#039;Medic&#039;&#039;&#039; to Suppress continually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Savior&#039;&#039;&#039;. 2 free Medkits, and 4 more HP healed per medkit makes the &#039;&#039;&#039;Medic&#039;&#039;&#039; a walking immortality machine for the rest of your squad. With medkits in one item slot and the upgraded medkit, this soldier will bring 50hp worth of healing.&lt;br /&gt;
&lt;br /&gt;
If you are debating if Savior or Packmaster is a worthwhile final choice:&lt;br /&gt;
*Basic medic gets 1 free use without a medkit item, and 3 with the item&lt;br /&gt;
*With Packmaster, they&#039;ll get 2 itemless uses, and 5 with the item-- as well as additional uses of any other consumables (grenades, Battle Scanners, Arc Throwers, ect)&lt;br /&gt;
*With Savior, 3 itemless uses, and 5 when carrying the medkit&lt;br /&gt;
&lt;br /&gt;
Or if Training Roulette puts Packmaster in another rank, and you decide to get both it and Savior; you get 4 free item-less uses, and a whopping &#039;&#039;7&#039;&#039; uses with Savior, Packmaster, and the Medkit item together: hopefully, mission survival won&#039;t call on you to need &#039;&#039;that&#039;&#039; many heal charges-- a Guardian MEC unit would be a more efficient healer if damage is spread out amongst your team, or you may want to rethink your strategies in the first place, if you do need this many on a Medic being used as a dedicated attendant to, say,  a Goliath MEC unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 2: Tactical Support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here medics are more than healing units, focusing on defensive support items. &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. &#039;&#039;&#039;Suppression&#039;&#039;&#039; provides utility and control on a class that doesn&#039;t otherwise have much offensive potential. &#039;&#039;&#039;Steadfast&#039;&#039;&#039; gives a will boost that is very useful to &#039;&#039;&#039;Officers&#039;&#039;&#039; and &#039;&#039;&#039;Psychic&#039;&#039;&#039; troopers. &#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; is possibly the worst perk in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Smoke &amp;amp; Mirrors&#039;&#039;&#039;. Gives you extra support grenades, doubling this soldier&#039;s usefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Smoke Grenade&#039;&#039;&#039;. Key defensive tool, especially in combination with Suppression. This support grenade can be useful in basically every mission. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice an item slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with Smoke &amp;amp; Mirrors, Packmaster and Dense Smoke/Combat Drugs, you can carry enough Smoke Grenades to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;. The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; gives almost the same defense as High Cover and reduces their chance to be crit. &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; is a perk unique to this class, increasing the damage (via crit) and will of the squad. Allows the Psy Medic to perform the unique combination of Combat Drugs Smoke Grenade to boost their own will, and then using a Psi Power that same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GST: Bombard&#039;&#039;&#039; or &#039;&#039;&#039;Sprinter&#039;&#039;&#039;. Bombard keeps your Medic safe, allowing them to lob support grenades without risking running Overwatch or getting in range of enemy fire. Sprinter is a universally useful perk that is always an excellent choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Packmaster&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. Packmaster really increases the support grenade role, while Savior turns the soldier into a one-person hospital. Both excellent choices, depending on your needs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 3: Battle Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Medics focus on using accurate guns to punish enemies for anything they try. With &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;, and &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, they are death machines capable of attacking and overwatching the same turn. Although not required, &#039;&#039;&#039;Suppression&#039;&#039;&#039; can also be used for more fire options and &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; to overwatch indefinitely (reload then overwatch every turn). This build unfortunately does not become powerful until TSGT, when they can pick up &#039;&#039;&#039;Opportunist&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In Long War, Medics have poor aim progression making them not ideal combatants. The &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; overcomes this by going on the left side of the perk tree, gaining bonus aim at &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. This puts them on par with the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class (21 at max rank Vs &#039;&#039;&#039;Infantry&#039;&#039;&#039; 21) while still being able to heal. They make excellent overwatches that can shoot three times without penalty. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing, while still capable of healing squadmates. Due to this appropriate items are &#039;&#039;&#039;Scope&#039;&#039;&#039; for the aim bonus to his shots and the normal &#039;&#039;&#039;Medikit&#039;&#039;&#039; to still fulfill his medical role.&lt;br /&gt;
&lt;br /&gt;
Without the &#039;&#039;&#039;Deadeye&#039;&#039;&#039; perk of Infantry, however, can only be reliably against earthbound foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Suppression&#039;&#039;&#039;. Suppression is an excellent choice for a frontline troop with &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, although it goes against the Battle Medic&#039;s purpose of maintaining Overwatch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Rapid Reaction&#039;&#039;&#039;. An incredibly powerful perk that unfortunately will not be reliable until TSGT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Ready for Anything&#039;&#039;&#039;. A situationally useful multishot perk. &#039;&#039;&#039;Paramedic&#039;&#039;&#039; is also viable for a hybrid build if &#039;&#039;&#039;Savior&#039;&#039;&#039; chosen at MSGT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Opportunist&#039;&#039;&#039;. Activates the build. Any overwatch build without Opportunist is crippled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Lock n&#039; Load&#039;&#039;&#039;. With &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; and &#039;&#039;&#039;Suppression&#039;&#039;&#039; chewing through ammo, this allows the build to stay active and firing every turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Extra Conditioning&#039;&#039;&#039;. Crucial for a frontline soldier for both the accuracy and extra HP. &#039;&#039;&#039;Savior&#039;&#039;&#039; is a viable choice for a hybrid build.&lt;br /&gt;
&lt;br /&gt;
==Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A surgeon removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72789</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72789"/>
		<updated>2016-11-01T20:22:43Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situation - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; gives almost the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack. This soldier brings up to 3 destructive grenades, 3 smoke or chem grenades, 3 battle scanners and 4 arc thrower charges in a single mission, which is enough for all but the Large Landed or Alien Base Assault missions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. However, the lack of the mobility of a Scout or Assault operative can be suicide on a Covert Extraction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72788</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72788"/>
		<updated>2016-11-01T20:22:19Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situation - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give almost the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack. This soldier brings up to 3 destructive grenades, 3 smoke or chem grenades, 3 battle scanners and 4 arc thrower charges in a single mission, which is enough for all but the Large Landed or Alien Base Assault missions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. However, the lack of the mobility of a Scout or Assault operative can be suicide on a Covert Extraction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72787</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72787"/>
		<updated>2016-11-01T20:20:13Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situation - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack. This soldier brings up to 3 destructive grenades, 3 smoke or chem grenades, 3 battle scanners and 4 arc thrower charges in a single mission, which is enough for all but the Large Landed or Alien Base Assault missions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. However, the lack of the mobility of a Scout or Assault operative can be suicide on a Covert Extraction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72786</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72786"/>
		<updated>2016-11-01T20:02:54Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Covert Operative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack. This soldier brings up to 3 destructive grenades, 3 smoke or chem grenades, 3 battle scanners and 4 arc thrower charges in a single mission, which is enough for all but the Large Landed or Alien Base Assault missions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. However, the lack of the mobility of a Scout or Assault operative can be suicide on a Covert Extraction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72785</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72785"/>
		<updated>2016-11-01T20:01:31Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Thrall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack. This soldier brings up to 3 destructive grenades, 3 smoke or chem grenades, 3 battle scanners and 4 arc thrower charges in a single mission, which is enough for all but the Large Landed or Alien Base Assault missions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72784</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72784"/>
		<updated>2016-11-01T19:57:57Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Support Grenades Specialist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72783</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72783"/>
		<updated>2016-11-01T19:56:12Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72782</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72782"/>
		<updated>2016-11-01T19:55:43Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary Psionic troopers or Officers.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72781</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72781"/>
		<updated>2016-11-01T19:53:32Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Explosive Grenades Specialist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers or overly eager Floaters with his shotgun. However, falls off in late game when high ranking Rocketeers and MECs come online, making them a good candidate for chopping into Shoguns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72780</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72780"/>
		<updated>2016-11-01T19:51:22Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Briefing */  corrected section - was outdated with b14 information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers with his shotgun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72779</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72779"/>
		<updated>2016-11-01T19:49:19Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&#039;&#039;Algariept&#039;s advice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most conservatory class in the entire XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined paths – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 3 – Capture, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers with his shotgun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72778</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=72778"/>
		<updated>2016-11-01T19:48:25Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|Engineer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}&amp;lt;br clear=right&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo.&lt;br /&gt;
&amp;lt;br clear=both&amp;gt;&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sapper (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Repair (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Suppression (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{HEAT Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Fire Rocket (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Bombard (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5|| 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8|| 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10|| 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 12|| 3(4)||19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15|| 3(4)||22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18|| 3(4)||25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&#039;&#039;Algariept&#039;s advice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most conservatory class in the entire XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined paths – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 3 – Capture, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}} Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}} Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission. In later months, the smoke grenade can put your squad in a sticky situatio - if the defense of your entire squad is amplified and especially if they are sticking closer to each other, aliens and Exalt are more prone to use grenades. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}} The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones. &#039;&#039;&#039;Sapper&#039;&#039;&#039; provides a decent boost to grenade damage, making your &#039;&#039;&#039;Engineers&#039;&#039;&#039; that much more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot hit flying targets unless creative use of terrain is employed. This is a small issue and while you should keep it in mind, do not let it discourage you from picking HEAT. The rocket that can be obtained further down the line is also augmented by this perk.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not choose to use the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power less than with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. A potential of 3 Damage Reduction is not something that should be passed on lightly and the extra Will is a nice addition to an already solid perk.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and picking up the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 4 with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs. Capturing aliens is much more important than in Vanilla. The greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; give the same defense as High Cover and reduces their chance to be crit.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}As the war progresses and the MECs start rolling in you might find yourself less willing to field Scouts. At that point the &#039;&#039;&#039;Engineers&#039;&#039;&#039; could very well take over scanner duty. Extra battle scanners allow for a faster clear of big maps with small number of enemies, thus improving Meld harvesting efficiency. In all situations, not having to sacrifice equipment slots to counteract seekers, is a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; cannot use any weapon that benefits from &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have on hit effect perks such as &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039;, but that&#039;s what &#039;&#039;&#039;Gunners&#039;&#039;&#039; are for. With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, however, adds guaranteed damage to robotic units, so can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to finish off Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. No other regular soldier has access to it and without it the Medic would probably take over the role of the only support grenade specialist in the game. The boost to grenade range is truly humongous.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage&lt;br /&gt;
|Weakness=Ranged flyers&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Most of the time, this Engineer will provide cover destruction for his squad. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies. During the actual mission the Engineer will provide makeshift artillery and finish stragglers with his shotgun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Flashbang, Chem Grenade (Psi-flashbang, Ghostgrenade, Chem Grenade if Psion)&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Thrall===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility&lt;br /&gt;
|Weakness=Efficiency, Fragile &lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine; Pistol; Any&lt;br /&gt;
|Description=This is a pure hybrid build that allows the soldier to use virtually anything, but makes it so that this Engineer never truly excels at anything. Employ this soldier whenever you feel like you need an Engineer with whatever equipment you feel you lack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=Utility Items&lt;br /&gt;
|Weakness=Limited Effectiveness in normal missions&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=67378</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=67378"/>
		<updated>2015-08-24T17:05:11Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* R&amp;amp;G Operative */  Updated for b15f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Run and Gun (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Close Encounters (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Hit And Run (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Killer Instinct (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Sprinter (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Lightning Reflexes (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
*If Training Roulette is on, and Lock n&#039; Load is acquired: reloading as the first action also stops Hit and Run from activating.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6) || 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 ||3(4) || 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 ||3(4) || 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Tank Psi Assault===&lt;br /&gt;
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning &#039;&#039;&#039;Medic&#039;&#039;&#039; (40-47 will growth vs 39-46 will on Psi Medic).&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, &#039;&#039;&#039;Steadfast&#039;&#039;&#039; can be chosen for the +5 bonus will for soldiers you&#039;re grooming for psi. &lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits. &lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won&#039;t be using as much &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; and flanking, so &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;, allowing up to 3 shots a turn on a target. &lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Resilience&#039;&#039;&#039; is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability. &lt;br /&gt;
&lt;br /&gt;
At Gunnery Sergeant: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to allow the use of Titan Armor without using an item slot for Walker Servos, as well as getting into position generally. &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; is a trap - you want the aliens to fire at your Assault Tank. Raising defense will make it more likely that they ignore your assault and shoot your squishy troops.&lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; to provide extra HP, aim, will, and mobility, increasing tanking and versatility.  &lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Reinforced armor, Psi Screen, Alloy Plating, Chitin Plating and Impact Vest are all good tank items.  Breaching rounds to improve damage against armored targets. Mind Shield for late game psi.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Iron Skin is crucial. Secondary Heart is a good as well.&lt;br /&gt;
&lt;br /&gt;
===R&amp;amp;G Operative=== &lt;br /&gt;
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire. Chop into a Marauder once EXALT is out of the game.&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Steadfast&#039;&#039;&#039; In your campaign, the operative will be hit by EXALT grenades at least once. On an extraction mission, a panic will result in a guaranteed dead operative and failed mission.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Ranger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; works with &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which is key to chaining transmitters on covert ops. With &#039;&#039;&#039;Ranger&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows good pistol damage even on a Covert Extraction. Be careful that you don&#039;t empty your magazine, or else you can&#039;t use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; the next turn to hit a transmitter! Alternatively, &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; synergizes well with &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; to allow your covert op to deal decent amounts of damage or shoot and then reload to allow &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; the next turn. &lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to increase the durability of the covert operative and prevent them from being one-shot by grenades, since they are limited in health.&lt;br /&gt;
&lt;br /&gt;
At Gunnery Sergeant: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun, and get out of a Covert Extraction before EXALT swarms your small squad.&lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the extra mobility and durability. Covert Extractions are about covering distance and having your operative survive grenades. The extra Aim benefits &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; outside of Covert Operation missions.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative Missions: Respirator Implant for +1hp without movement penalty, and Motion Tracker to plan Transmitter runs. As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=67377</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=67377"/>
		<updated>2015-08-24T16:52:33Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tank Psi Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Run and Gun (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Close Encounters (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Hit And Run (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Killer Instinct (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Sprinter (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Lightning Reflexes (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
*If Training Roulette is on, and Lock n&#039; Load is acquired: reloading as the first action also stops Hit and Run from activating.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6) || 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 ||3(4) || 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 ||3(4) || 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Tank Psi Assault===&lt;br /&gt;
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning &#039;&#039;&#039;Medic&#039;&#039;&#039; (40-47 will growth vs 39-46 will on Psi Medic).&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, &#039;&#039;&#039;Steadfast&#039;&#039;&#039; can be chosen for the +5 bonus will for soldiers you&#039;re grooming for psi. &lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits. &lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won&#039;t be using as much &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; and flanking, so &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;, allowing up to 3 shots a turn on a target. &lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Resilience&#039;&#039;&#039; is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability. &lt;br /&gt;
&lt;br /&gt;
At Gunnery Sergeant: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to allow the use of Titan Armor without using an item slot for Walker Servos, as well as getting into position generally. &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; is a trap - you want the aliens to fire at your Assault Tank. Raising defense will make it more likely that they ignore your assault and shoot your squishy troops.&lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; to provide extra HP, aim, will, and mobility, increasing tanking and versatility.  &lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Reinforced armor, Psi Screen, Alloy Plating, Chitin Plating and Impact Vest are all good tank items.  Breaching rounds to improve damage against armored targets. Mind Shield for late game psi.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Iron Skin is crucial. Secondary Heart is a good as well.&lt;br /&gt;
&lt;br /&gt;
===R&amp;amp;G Operative=== &lt;br /&gt;
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Flush&#039;&#039;&#039; if you want to use your operative/assault as utility while waiting for R&amp;amp;G to come off cool-down. OR &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; when you want to use your operative as a close-in damage threat for alien missions (be wary, as this can backfire on covert operatives if CCS procs deplete all your ammo before a turn which you planned to use R&amp;amp;G to trip a comm relay). Take &#039;&#039;&#039;Steadfast&#039;&#039;&#039; if your assault operative has low will and you do not want to risk them panicking to a light wound.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Ranger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; works with &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which is key to chaining transmitters on covert ops. Alternatively, &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; synergizes well with &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; to allow your covert op to deal decent amounts of damage or shoot and then reload to allow &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; the next turn. &lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to increase the durability of the covert op, since they are limited in health, or &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; to give them bonus damage after &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; and increased viability outside of covert ops. &lt;br /&gt;
&lt;br /&gt;
At Gunnery Sergeant: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.&lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&amp;amp;G cooldown). Any perk is a good choice here otherwise.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative builds are generally self explanatory (pistol, alloy plating and a grenade). As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=67376</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=67376"/>
		<updated>2015-08-24T16:47:44Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Bullet Wizard */  separated from Overwatch build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
&lt;br /&gt;
Damage build on Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; to bring the Overwatch build online.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for extra damage, and because the gunner will be out of sight much of the time.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.&lt;br /&gt;
&lt;br /&gt;
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=67375</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=67375"/>
		<updated>2015-08-24T16:46:52Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Sample Builds */  removed outdated for b15 and unfinished builds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{  HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{  Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 || 3(4)|| 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===HEAT Gunner=== &lt;br /&gt;
Chases down and kills robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Average stats across the board are acceptable. Above average Aim, Health and Mobility are valuable. Sub-par Will and Defense are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Flush&#039;&#039;&#039;. Helps hit flying robots. Lots of utility value for finishing shots on weakened targets and forcing cover-using enemies into the reaction fire of other soldiers.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;. Essential perk. With HEAT Ammo, the Gunner should be able to destroy small robots (seekers, drones) in one hit (sometimes even a single &#039;&#039;Flush&#039;&#039; hit!) and cause major damage to larger ones despite their damage reduction.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Although not a primary &amp;quot;tanking&amp;quot; unit, this Gunner engages the enemy at mid-range on the front-lines, and often gets right up close to maximize its range bonuses, so it benefits from this strong defensive perk.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;. Greatly increases both the chance of at least one hit on an enemy and the average damage per turn. This rank completes the offensive part of the build: from here on the soldier gets tougher and more reliable, but not significantly more devastating.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Preventing critical hits lets the Gunner be used more aggressively with less risk.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Toughens and improves the Gunner across the board. If you were already happy with the toughness and stats of the soldier, you could take Mayhem instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Early on, HEAT Gunners make short work of drones and seekers just when other soldiers are struggling to get through their DR. They are not that strong against Cyberdiscs, which they struggle to score hits on reliably. However, they really come into their own against Mechtoids and Sectopods, being probably the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.&lt;br /&gt;
&lt;br /&gt;
When no enemy robots are present, HEAT Gunners are still useful, offering a versatile set of tools for controlling or eliminating different enemies: Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: HEAT Gunners should use the SAW/Autolaser line of move-and-fire machine gun weapons. Enemy robots often take up tricky positions and it is necessary to move up to get a clear line of sight. In addition, the Gunner will often benefit from maximizing the range bonus to hit. Armour should be the heaviest available. A mix of protective and offensive items make a good balance. AP Ammo makes the Gunner&#039;s fire even more lethal against robots and other heavy targets. SCOPEs are effective, particularly once the Gunner has Rapid Fire. Plating is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The HEAT Gunner is focused on single-target damage, particularly on robotic targets. Swarms of smaller robots can overwhelm him: the rest of the squad needs to be able to handle the smaller ones while the HEAT Gunner deals with the pod leader. He can still contribute against large numbers of cover-using enemies, but no more than many other types of soldier. He is not recommended at all for use against EXALT.&lt;br /&gt;
&lt;br /&gt;
When there &#039;&#039;are&#039;&#039; powerful enemy robots present, to be fully effective the HEAT Gunner requires support from his squadmates: other soldiers should inflict holo-targeting and shredded status effects (and perhaps acid too) on the target to maximize the HEAT Gunner&#039;s hit chance and damage. Other soldiers also have the jobs of finding the targets and protecting the Gunner (smoke, suppression) if he has to move up to a dangerous position to strike.&lt;br /&gt;
&lt;br /&gt;
SAWs have good ammo capacity, but Flush, Suppression and Rapid Fire can burn through it quickly. In prolonged engagements, Gunners can lose critical turns to the need to reload. If enemy robots are known to be present, but not yet involved in the engagement, limit the Gunner&#039;s ammo use to keep some firepower in reserve for the worst contingencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: HEAT Gunners are valuable whenever powerful enemy robots may be encountered. On such missions, if you are not bringing a HEAT Gunner, it&#039;s vital to bring some other source(s) of HEAT Ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: There are many other sources of HEAT Ammo available in Long War: Rocketeers/Engineers with HEAT Warheads; Snipers with Gauss Long Rifles (Precision Shot Snipers can be effective against strong robots with any sniper rifle, in fact); Engineers can get HEAT Ammo (but only at GSGT and their most powerful guns are shotguns or battle rifles and they get only one shot per turn); SHIVs can use a HEAT Ammo item. However, all of these options are less consistent or sustainable, or harder to train or develop, than the HEAT Gunner.&lt;br /&gt;
&lt;br /&gt;
Only the advent of Mechs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but Mech suits and troopers are very expensive compared with TSGT Gunners for not that great an improvement in anti-robot firepower (depending on the Mech build).&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
Lighting up the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: High Health is preferred. Below average Aim and Mobility are tolerable.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;. Will help the rest of the squad hit the enemy. Particularly valuable against entrenched enemies and very tough single targets that need focus-fire.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Causes shredded status on a hit for yet more effective focus-fire.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. The Bullet Wizard will often engage from squadsight range, but can&#039;t rely on this keeping her safe. Suppressors tend to draw fire and the build doesn&#039;t allow for any other defensive perk choices.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Double Tap&#039;&#039;&#039;. Allows the Gunner to inflict holo (and shredded on hits) on two different targets every other turn, or put more fire on a single target, the second shot benefiting from the effects inflicted by the first.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;. Holo-targeting will be applied to all targets within the Danger Zone area-of-effect.&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This final perk finally brings the &#039;&#039;magic&#039;&#039; to the Bullet Wizard build. With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: As well as having great big long-range guns, Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Bullet Wizards prefer to use LMG-type move-or-fire weapons, although SAW-types may be preferred on maps where sight-lines are not clear, like Urban Blocks. Heavy armor is preferred, but other soldiers may be higher priority for it as the Bullet Wizard prefers to engage from long range. AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units. In addition, the whole build only really comes into its own with the final rank, when shredding can be guaranteed. If the priority is a reliable source of shredding for a single target, there are more accessible options such as Rocketeers, a Flush+Shredder Gunner (CPL), an Engineer with Suppression, Mayhem and Shredder Ammo equipment (TSGT), or an Assault with Shredder Ammo item. SHIVs, Scouts and Engineers are alternative providers for holo-targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Maps with open sight-lines such as small or medium UFOs suit the Bullet Wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwatch Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; to bring the Overwatch build online.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for extra damage, and because the gunner will be out of sight much of the time.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine. With flying armor, squadsight on LMGs is extended to obscene range. LMG overwatch can hit slightly beyond sight range, so keep the OW gunner in the back, but not too far back.&lt;br /&gt;
&lt;br /&gt;
Overwatch Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=67374</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=67374"/>
		<updated>2015-08-24T16:36:29Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: added Sample Build section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Scout (Long War).png|left|frame|64px|Scout]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Lightning Reflexes (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Flush (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Aggression (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Battle Scanner (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Concealment (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Hit And Run (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6) || 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 7|| 5(6)|| 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 11||3(4) || 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14||3(4) || 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 18||3(4) || 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 21||3(4) || 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 25|| 2(3)|| 24(-31)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:&lt;br /&gt;
* Point-man&lt;br /&gt;
:A major role of the Scout class is leading the charge, drawing out overwatch fire with their &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;. They will typically be armed with SMGs for mobility, though given they&#039;re usually at the front, shotguns are also good in this role.&lt;br /&gt;
* Close range combatant&lt;br /&gt;
:Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run &amp;amp; Gun. Key perks to getting the most out of Scouts in this role are &#039;&#039;&#039;In The Zone&#039;&#039;&#039; or &#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;, allowing a Scout to move up to an enemy, kill them (or even several of them with ITZ) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role.&lt;br /&gt;
* Mid-to-long range flanker&lt;br /&gt;
:A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; is available from Marksman Scopes to allow the Scout to use the full range of marksman rifles to make this easier.&lt;br /&gt;
&lt;br /&gt;
Any of these roles can also benefit from the Scout&#039;s support perks such as &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; and &#039;&#039;&#039;Flush&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Concealment Recon===&lt;br /&gt;
Role: Recon &lt;br /&gt;
&lt;br /&gt;
Pure information and utility build. Get your Scout hidden near the front line to plan engagements and let your snipers and LMG gunners get into position for a devastating first strike. Battle Scanner as a perk and Motion Sensors as an item give ideal information to prevent your squad from walking into a multiple-pod trap. Pick extreme mobility troops and give them a Strike Rifle and heavy Pistol. Caution: Concealment can get your Scout pinned, as you cannot move without activating in sight of an alien.&lt;br /&gt;
&lt;br /&gt;
Sample Scout:&lt;br /&gt;
&#039;&#039;Holo-Targeting -&amp;gt; Ranger -&amp;gt;  Battle Scanner -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Low Profile does not work with Concealment. Ranger in its place allows some offensive utility, and allows a Strike Rifle to be used with a heavy pistol for reliable short range work. Extra Conditioning gives the Aim and HP to allow the Scout to slug it out when the firefight starts.&lt;br /&gt;
&lt;br /&gt;
Equipment: Motion Scanner, Armor plating, or Chameleon Suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=67373</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=67373"/>
		<updated>2015-08-24T16:27:36Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War &#039;&#039;&#039;Sniper&#039;&#039;&#039; is akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squadsight no longer functions with overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod, Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}} &lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Disabling Shot (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)|text=1 }}  &lt;br /&gt;
|Corporal3={{Snapshot (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (Long War) |text=1}} &lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Lock N Load (Long War)|text=1}} &lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{In The Zone (Long War) |text=1}} &lt;br /&gt;
|MSgt2={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Double Tap (Long War) |text=1}} &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8 ||5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 12|| 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 16|| 2(3)|| 15(-19)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 20 || 2(3)||17(-22)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 24||2(3) ||19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 28|| 2(3)||21(-28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; still available, snipers are still some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Thus, you may find yourself desiring more snipers than other classes in your campaign, to have a number of each to go out on missions. And, if you use multiple snipers in a squad, consider if to have them be the same kind, or mix n&#039; match. For example, Disablers help out greatly for doing alien captures, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers could be played like Scouts (with more accurate/potent shots, can hit from full Squadsight range, but less defensive abilities). You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===In the Zone Cleaner===&lt;br /&gt;
Role: Long Range Offense &lt;br /&gt;
&lt;br /&gt;
Classic In the Zone build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot&#039;s damage by 1 and critical chance by 10%. Snapshot and Lock N&#039; Load allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle&#039;s small magazine. Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in planning an ITZ chain. Snap Shot allows reloading and more firing, as well as repositioning to get more flanks.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; SnapShot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N&#039; Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Bring &#039;Em On -&amp;gt; Mayhem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT + Mayhem provide you with +7 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring &#039;Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Crit Monster===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision Shot -&amp;gt; Sharpshooter -&amp;gt; Platform Stability -&amp;gt; Bring &#039;Em On -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Skirmisher===&lt;br /&gt;
Role: Mid to Long Range Offense, with Utility in Disabling Shot&lt;br /&gt;
&lt;br /&gt;
A sniper that can play at mid or long range, and can save the squad with a clutch Disabling Shot to take a Cyberdisc or Mectoid out of commission for a turn. Low Profile and Tactical Sense allow safe use of the Marksman Rifle to get closer and in position to land a crucial shot.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Low Profile -&amp;gt; Disabling Shot -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Tactical Sense -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=67371</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=67371"/>
		<updated>2015-08-24T15:58:22Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Tank Infantry */  update for b15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Crit Infantry===&lt;br /&gt;
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim. Massive late game damage dealer.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. &lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional base damage per turn.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets.&lt;br /&gt;
&lt;br /&gt;
Gunnery Sgt: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for damage boost on crits.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for extra aim and survivability, especially on low mobility troops. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and survivability, and would rather increase damage.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Standard Rifle for reliable damage. Titan Armor for good mobility troops, orArchangel armor for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and laser sight, damage boosting or armor item.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Hyper Reactive Pupils or Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad).&lt;br /&gt;
&lt;br /&gt;
===Fire Support===&lt;br /&gt;
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Dominates until late game, when high-HP enemies can eat both overwatch shots without dying and high enemy defense makes the hits less reliable.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). &#039;&#039;&#039;Ranger&#039;&#039;&#039; will increase the damage output and help increase the odds a reaction shot will be a kill shot. &#039;&#039;&#039;Deadeye&#039;&#039;&#039; could be a solid choice for helping to deal with Floaters, Drones and Cyberdiscs.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit. &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness, or Titan with decent mobility. SCOPE and damage boosting item or armor. &lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry/Officer===&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Low defense, as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other&#039;s wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Suppression&#039;&#039;&#039;. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there&#039;s an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Lock &#039;N&#039; Load&#039;&#039;&#039;. Lets the Infantry maintain continual suppression and not miss a turn of effective action.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Makes for a nigh-indestructible soldier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be &#039;&#039;indestructible&#039;&#039; than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won&#039;t do much damage, but will expose it to further shots against which it will have much less DR.&lt;br /&gt;
&lt;br /&gt;
Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.&lt;br /&gt;
&lt;br /&gt;
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Tank Infantry can be equipped with a Heavy rifle: usually, the soldier will only take the single free shot from Light &#039;Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator), or a scope to help them contribute to damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The Tank Infantry&#039;s weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it&#039;s over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes &#039;&#039;cause&#039;&#039; there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to &#039;&#039;kill&#039;&#039; as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.&lt;br /&gt;
&lt;br /&gt;
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank, and can stack defensive items without as much offensive penalty.&lt;br /&gt;
&lt;br /&gt;
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=67370</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=67370"/>
		<updated>2015-08-24T15:53:04Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Fire Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Crit Infantry===&lt;br /&gt;
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim. Massive late game damage dealer.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. &lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional base damage per turn.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets.&lt;br /&gt;
&lt;br /&gt;
Gunnery Sgt: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for damage boost on crits.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for extra aim and survivability, especially on low mobility troops. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and survivability, and would rather increase damage.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Standard Rifle for reliable damage. Titan Armor for good mobility troops, orArchangel armor for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and laser sight, damage boosting or armor item.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Hyper Reactive Pupils or Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad).&lt;br /&gt;
&lt;br /&gt;
===Fire Support===&lt;br /&gt;
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Dominates until late game, when high-HP enemies can eat both overwatch shots without dying and high enemy defense makes the hits less reliable.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). &#039;&#039;&#039;Ranger&#039;&#039;&#039; will increase the damage output and help increase the odds a reaction shot will be a kill shot. &#039;&#039;&#039;Deadeye&#039;&#039;&#039; could be a solid choice for helping to deal with Floaters, Drones and Cyberdiscs.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit. &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness, or Titan with decent mobility. SCOPE and damage boosting item or armor. &lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Defense can be a dump stat as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other&#039;s wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Suppression&#039;&#039;&#039;. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there&#039;s an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Lock &#039;N&#039; Load&#039;&#039;&#039;. Lets the Infantry maintain continual suppression and not miss a turn of effective action.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Makes for a nigh-indestructible soldier — as long as the rest of the squad doesn&#039;t abandon her. If you were already happy with the toughness and stats of your soldier, you could take Vital Point Targeting instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: XCOM players know that firefights — multi-turn exchanges of fire between two sets of cover positions — are to be avoided at all costs. Use Snipers, use explosives, use flanks, use recon and ambush, use everything you&#039;ve got to avoid getting stuck in firefights, where the aliens&#039; raw power and special abilities favour them in the battle of attrition, while another pod could join the fun at any moment.&lt;br /&gt;
&lt;br /&gt;
However, if a firefight &#039;&#039;does&#039;&#039; happen, Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be &#039;&#039;indestructible&#039;&#039; than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won&#039;t do much damage, but will expose it to further shots against which it will have much less DR.&lt;br /&gt;
&lt;br /&gt;
Each turn, the soldier should shoot once, and then suppress (they can also shoot and hunker down, shoot and reload, shoot and heal, etc, as needed). They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.&lt;br /&gt;
&lt;br /&gt;
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Tank Infantry should be equipped with a Heavy/Battle Rifle: usually, the soldier will only take the single free shot from Light &#039;Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The Tank Infantry&#039;s weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it&#039;s over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes &#039;&#039;cause&#039;&#039; there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to &#039;&#039;kill&#039;&#039; as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.&lt;br /&gt;
&lt;br /&gt;
Other classes are also capable of &amp;quot;tanking&amp;quot;. Gunners are a common choice, but do not have Steadfast, and lack Lock &#039;N&#039; Load for maintaining indefinite Suppression. Engineers are unsuitable as they can only get Will to Survive &#039;&#039;or&#039;&#039; Suppression (and lack Steadfast or LNL). Rocketeers can get Will to Survive and (Mayhem!) Suppression, but this means passing up improvements to the rockets that are their main feature (and they lack Steadfast or LNL). Medics, Scouts and Snipers all lack the essential Will to Survive.&lt;br /&gt;
&lt;br /&gt;
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank. Assaults make good tanks in unpredictable situations, but contribute less in bogged down cover-to-cover firefights where all the enemy is in the same direction: they lack Light &#039;Em Up to take a free shot (except when it&#039;s possible to use H&amp;amp;R or CE), they cannot suppress and don&#039;t have LNL to sustain continual fire.&lt;br /&gt;
&lt;br /&gt;
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=67369</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=67369"/>
		<updated>2015-08-24T15:51:43Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Fire Support */  update for b15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Crit Infantry===&lt;br /&gt;
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim. Massive late game damage dealer.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. &lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional base damage per turn.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets.&lt;br /&gt;
&lt;br /&gt;
Gunnery Sgt: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for damage boost on crits.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for extra aim and survivability, especially on low mobility troops. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and survivability, and would rather increase damage.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Standard Rifle for reliable damage. Titan Armor for good mobility troops, orArchangel armor for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and laser sight, damage boosting or armor item.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Hyper Reactive Pupils or Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad).&lt;br /&gt;
&lt;br /&gt;
===Fire Support===&lt;br /&gt;
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). &#039;&#039;&#039;Ranger&#039;&#039;&#039; will increase the damage output and help increase the odds a reaction shot will be a kill shot. &#039;&#039;&#039;Deadeye&#039;&#039;&#039; could be a solid choice for helping to deal with Floaters, Drones and Cyberdiscs.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit. &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness, or Titan with decent mobility. SCOPE and damage boosting item or armor. &lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Defense can be a dump stat as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other&#039;s wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Suppression&#039;&#039;&#039;. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there&#039;s an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Lock &#039;N&#039; Load&#039;&#039;&#039;. Lets the Infantry maintain continual suppression and not miss a turn of effective action.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Makes for a nigh-indestructible soldier — as long as the rest of the squad doesn&#039;t abandon her. If you were already happy with the toughness and stats of your soldier, you could take Vital Point Targeting instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: XCOM players know that firefights — multi-turn exchanges of fire between two sets of cover positions — are to be avoided at all costs. Use Snipers, use explosives, use flanks, use recon and ambush, use everything you&#039;ve got to avoid getting stuck in firefights, where the aliens&#039; raw power and special abilities favour them in the battle of attrition, while another pod could join the fun at any moment.&lt;br /&gt;
&lt;br /&gt;
However, if a firefight &#039;&#039;does&#039;&#039; happen, Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be &#039;&#039;indestructible&#039;&#039; than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won&#039;t do much damage, but will expose it to further shots against which it will have much less DR.&lt;br /&gt;
&lt;br /&gt;
Each turn, the soldier should shoot once, and then suppress (they can also shoot and hunker down, shoot and reload, shoot and heal, etc, as needed). They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.&lt;br /&gt;
&lt;br /&gt;
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Tank Infantry should be equipped with a Heavy/Battle Rifle: usually, the soldier will only take the single free shot from Light &#039;Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The Tank Infantry&#039;s weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it&#039;s over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes &#039;&#039;cause&#039;&#039; there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to &#039;&#039;kill&#039;&#039; as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.&lt;br /&gt;
&lt;br /&gt;
Other classes are also capable of &amp;quot;tanking&amp;quot;. Gunners are a common choice, but do not have Steadfast, and lack Lock &#039;N&#039; Load for maintaining indefinite Suppression. Engineers are unsuitable as they can only get Will to Survive &#039;&#039;or&#039;&#039; Suppression (and lack Steadfast or LNL). Rocketeers can get Will to Survive and (Mayhem!) Suppression, but this means passing up improvements to the rockets that are their main feature (and they lack Steadfast or LNL). Medics, Scouts and Snipers all lack the essential Will to Survive.&lt;br /&gt;
&lt;br /&gt;
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank. Assaults make good tanks in unpredictable situations, but contribute less in bogged down cover-to-cover firefights where all the enemy is in the same direction: they lack Light &#039;Em Up to take a free shot (except when it&#039;s possible to use H&amp;amp;R or CE), they cannot suppress and don&#039;t have LNL to sustain continual fire.&lt;br /&gt;
&lt;br /&gt;
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=67368</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=67368"/>
		<updated>2015-08-24T15:49:40Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Team Leader/Crit Infantry */ Updated for b15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|Infantry]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Suppression (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6 || 5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9 || 3(4)||13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12 || 3(4)||16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15 || 3(4)|| 19(-24)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21 || 3(4)|| 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
===Crit Infantry===&lt;br /&gt;
Gene-modded direct attack build on early Infantry with balanced stats or particularly high aim. Massive late game damage dealer.&lt;br /&gt;
&lt;br /&gt;
Lance Cpl: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for confirming kills. Periodically, you may want to grab &#039;&#039;&#039;Steadfast&#039;&#039;&#039; instead for your first officer candidate if they have low will, or for officers you plan on having babysit low-level troops.&lt;br /&gt;
&lt;br /&gt;
Corporal: &#039;&#039;&#039;Aggression&#039;&#039;&#039; for confirming kills. &lt;br /&gt;
&lt;br /&gt;
Sergeant: &#039;&#039;&#039;Ranger&#039;&#039;&#039; for up to 2 additional base damage per turn.&lt;br /&gt;
&lt;br /&gt;
Tech Sgt: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; for bonus overall crit chance and for confirming kills on full-cover targets.&lt;br /&gt;
&lt;br /&gt;
Gunnery Sgt: &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for damage boost on crits.&lt;br /&gt;
&lt;br /&gt;
Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for extra aim and survivability, especially on low mobility troops. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; If you&#039;re happy with the infantry&#039;s movement and survivability, and would rather increase damage.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Standard Rifle for reliable damage. Titan Armor for good mobility troops, orArchangel armor for mobility and cover-agnosticism (getting a reliable +20% accuracy, while ensuring no melee or flanking attacks, is great!). Scope and laser sight, damage boosting or armor item.&lt;br /&gt;
&lt;br /&gt;
No core psi talents. Take Hyper Reactive Pupils or Depth Perception (even better flying aim), Adrenal Neurosympathy (kill things early in a fight to improve the efficiency of rest of squad).&lt;br /&gt;
&lt;br /&gt;
===Fire Support===&lt;br /&gt;
Overwatch Control/Support build on infantry with at least good base aim (especially those with high mobility). Deploy in squads that use a different class as the officer, on missions with large numbers of enemies expected (Transports, base assaults, terror missions, etc.).&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; as a core perk, increasing overall aim and overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Opportunist&#039;&#039;&#039; as a core perk, making overwatch shots on grounded moving targets strictly better than standard shots (target doesn&#039;t get cover), and all other overwatch shots equivalent.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Suppression&#039;&#039;&#039; is ok if you lack other troops with good suppression builds, since you&#039;ll get a guaranteed opportunist reaction shot if the target takes any action, but very ammo intensive (2 shots for suppression, 3rd for reaction shot). &#039;&#039;&#039;Ranger&#039;&#039;&#039; will increase the damage output and help increase the odds a reaction shot will be a kill shot. &#039;&#039;&#039;Deadeye&#039;&#039;&#039; could be a solid choice for helping to deal with Floaters, Drones and Cyberdiscs.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; as a core perk, allowing at least two shots per turn regardless of ammo state once Sentinel is unlocked.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; as a core perk, allowing three shots per turn when firing as first action, two shots after a move/reload.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; is acceptable if you are content with your trooper&#039;s will and mobility and are ok with potentially losing them to a crit. &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for the added stats will help with survivability and mobility if these are lackluster by this point and the extra 4/dpt is negligible for your squad makeup.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Heavy Rifle weapons for bonus damage and clip size (standard rifles are fine too, especially if you take vital point targeting at MSGT). Archangel for mobility/toughness (Aegis armor over Titan beforehand). SCOPE and laser sight/neural gunlink to cancel Heavy Rifle penalties or augment a standard rifle pick (latter resulting in extremely accurate reaction fire, enough to give any alien pause before trying to move). Situational third item if available.&lt;br /&gt;
&lt;br /&gt;
Support/passive Psi talents recommended (Inspiration, Feedback, etc.), as you&#039;ll mostly rank up psi for the ability to safely use neural gunlink late in progression, and will be overwatching at end of most turns with enemy contact. No core gene mods, apart from one of the eye mods if available.&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
&#039;&#039;Suitable Recruits&#039;&#039;: Unlike many Infantry, this build does not focus on taking regular shots, so high Aim is not so important. High Will is good as these troops make excellent officers. Above average Mobility will help with all the heavy gear they tend to take. High Health is preferred. Defense can be a dump stat as the idea is to attract fire to these soldiers and absorb it, not be impossible to hit in the first place.&lt;br /&gt;
&lt;br /&gt;
LCPL: &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. Since this unit is designated to be the one most likely to be shot and hit, preventing panic on it not only stops its own panic, but cuts off panic chains (where other soldiers panic at each other&#039;s wounds, death and panic) at the source. Make the Infantry an Officer and the whole squad can get the benefit of the +5 Will bonus too, reducing the threat of enemy psi and intimidate.&lt;br /&gt;
&lt;br /&gt;
CPL: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;. Key perk which lets the whole build function. Added to the DR from cover, the soldier can prevent the first 2 or 3 points of damage from each hit. Other sources of DR (e.g., officer bonus, Titan Armour, Iron Skin, Reinforced Armour) can make the unit immune to anything short of critical hits and/or heavy weapons fire. On top of this is a further +3 Will.&lt;br /&gt;
&lt;br /&gt;
SGT: &#039;&#039;&#039;Suppression&#039;&#039;&#039;. Suppressors get fired at a lot, but this soldier is designed to be fired at. Unless there&#039;s an opportunity to end the engagement, Tank Infantry should be suppressing the biggest threat (or the second biggest threat if a Gunner is also suppressing) in every turn of combat.&lt;br /&gt;
&lt;br /&gt;
TSGT: &#039;&#039;&#039;Lock &#039;N&#039; Load&#039;&#039;&#039;. Lets the Infantry maintain continual suppression and not miss a turn of effective action.&lt;br /&gt;
&lt;br /&gt;
GSGT: &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Rounds out the tank build by preventing critical hits, reducing the threat from flanking attacks and destroyed cover too (the big weakness of Will to Survive only).&lt;br /&gt;
&lt;br /&gt;
MSGT: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;. Makes for a nigh-indestructible soldier — as long as the rest of the squad doesn&#039;t abandon her. If you were already happy with the toughness and stats of your soldier, you could take Vital Point Targeting instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Role&#039;&#039;: XCOM players know that firefights — multi-turn exchanges of fire between two sets of cover positions — are to be avoided at all costs. Use Snipers, use explosives, use flanks, use recon and ambush, use everything you&#039;ve got to avoid getting stuck in firefights, where the aliens&#039; raw power and special abilities favour them in the battle of attrition, while another pod could join the fun at any moment.&lt;br /&gt;
&lt;br /&gt;
However, if a firefight &#039;&#039;does&#039;&#039; happen, Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). (Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too.) It is more important that the cover be &#039;&#039;indestructible&#039;&#039; than low/high, as this soldier is vulnerable to cover destruction: the grenade itself won&#039;t do much damage, but will expose it to further shots against which it will have much less DR.&lt;br /&gt;
&lt;br /&gt;
Each turn, the soldier should shoot once, and then suppress (they can also shoot and hunker down, shoot and reload, shoot and heal, etc, as needed). They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.&lt;br /&gt;
&lt;br /&gt;
A Tank Infantry will usually be the easiest target for the enemy to hit, and may also attract attention because it is suppressing. Some of these shots are expected to hit, but the damage taken will be greatly reduced by the various sources of DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gear&#039;&#039;: Tank Infantry should be equipped with a Heavy/Battle Rifle: usually, the soldier will only take the single free shot from Light &#039;Em Up each turn, so the penalty on shots after acting is not a problem, and the extra damage is welcome. They should wear the heaviest armor available, Reinforced Armour and another defensive item(s) to taste (Plating, Medikit, Respirator).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Limitations&#039;&#039;: The Tank Infantry&#039;s weaknesses include lack of mobility (heavy armor and equipment) and lack of firepower. It is the job of the rest of the squad to find the enemy threat and neutralize it. The Tank Infantry is there to weather the worst of the storm until it&#039;s over. Vitally, other soldiers must eliminate enemies, such as seekers and floaters, that threaten to flank the Tank Infantry, eliminating its cover and Will to Survive defense. Tank Infantry is not the right choice for all situations: since its offensive capacity is limited, Tank Infantry can sometimes &#039;&#039;cause&#039;&#039; there to be a prolonged firefight when a more aggressively trained/equipped soldier could have helped end the threat before it began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suitable Maps&#039;&#039;: Tank Infantry perform well on Roadway maps: lots of cars means lots of indestructible half-cover for both sides. They are also invaluable whenever heavy resistance is expected and the quality of available cover may be poor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other Notes&#039;&#039;: Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to &#039;&#039;kill&#039;&#039; as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits.&lt;br /&gt;
&lt;br /&gt;
Other classes are also capable of &amp;quot;tanking&amp;quot;. Gunners are a common choice, but do not have Steadfast, and lack Lock &#039;N&#039; Load for maintaining indefinite Suppression. Engineers are unsuitable as they can only get Will to Survive &#039;&#039;or&#039;&#039; Suppression (and lack Steadfast or LNL). Rocketeers can get Will to Survive and (Mayhem!) Suppression, but this means passing up improvements to the rockets that are their main feature (and they lack Steadfast or LNL). Medics, Scouts and Snipers all lack the essential Will to Survive.&lt;br /&gt;
&lt;br /&gt;
Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry — Steadfast, Will to Survive, Resilience, Extra Conditioning — and get more Health per rank. Assaults make good tanks in unpredictable situations, but contribute less in bogged down cover-to-cover firefights where all the enemy is in the same direction: they lack Light &#039;Em Up to take a free shot (except when it&#039;s possible to use H&amp;amp;R or CE), they cannot suppress and don&#039;t have LNL to sustain continual fire.&lt;br /&gt;
&lt;br /&gt;
Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=67367</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=67367"/>
		<updated>2015-08-24T15:34:12Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Sample Builds */ added disabling shot build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War &#039;&#039;&#039;Sniper&#039;&#039;&#039; is akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squadsight no longer functions with overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod, Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}} &lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Disabling Shot (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)|text=1 }}  &lt;br /&gt;
|Corporal3={{Snapshot (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (Long War) |text=1}} &lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Lock N Load (Long War)|text=1}} &lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{In The Zone (Long War) |text=1}} &lt;br /&gt;
|MSgt2={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Double Tap (Long War) |text=1}} &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8 ||5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 12|| 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 16|| 2(3)|| 15(-19)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 20 || 2(3)||17(-22)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 24||2(3) ||19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 28|| 2(3)||21(-28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; still available, snipers are still some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Thus, you may find yourself desiring more snipers than other classes in your campaign, to have a number of each to go out on missions. And, if you use multiple snipers in a squad, consider if to have them be the same kind, or mix n&#039; match. For example, Disablers help out greatly for doing alien captures, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers could be played like Scouts (with more accurate/potent shots, can hit from full Squadsight range, but less defensive abilities). You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===In the Zone Cleaner===&lt;br /&gt;
Role: Long Range Offense &lt;br /&gt;
&lt;br /&gt;
Classic In the Zone build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot&#039;s damage by 1 and critical chance by 10%. Snapshot and Lock N&#039; Load allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle&#039;s small magazine. Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in planning an ITZ chain. Snap Shot allows reloading and more firing, as well as repositioning to get more flanks.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; SnapShot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N&#039; Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Bring &#039;Em On -&amp;gt; Mayhem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT + Mayhem provide you with +7 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring &#039;Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Crit Monster===&lt;br /&gt;
Role: Long range offense.&lt;br /&gt;
&lt;br /&gt;
A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision Shot -&amp;gt; Sharpshooter -&amp;gt; Platform Stability -&amp;gt; Bring &#039;Em On -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Skirmisher===&lt;br /&gt;
Role: Mid to Long Range offense, with utility in Disabling Shot&lt;br /&gt;
&lt;br /&gt;
A sniper that can play at mid or long range, and can save the squad with a clutch Disabling Shot to take a Cyberdisc or Mectoid out of commission for a turn. Low Profile and Tactical Sense allow safe use of the Marksman Rifle to get closer and in position to land a crucial shot.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Low Profile -&amp;gt; Disabling Shot -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Tactical Sense -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=67366</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=67366"/>
		<updated>2015-08-24T15:24:43Z</updated>

		<summary type="html">&lt;p&gt;Mdarena: /* Sample Builds */ added double tap build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War &#039;&#039;&#039;Sniper&#039;&#039;&#039; is akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squadsight no longer functions with overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod, Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}} &lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Disabling Shot (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)|text=1 }}  &lt;br /&gt;
|Corporal3={{Snapshot (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (Long War) |text=1}} &lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Lock N Load (Long War)|text=1}} &lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{In The Zone (Long War) |text=1}} &lt;br /&gt;
|MSgt2={{Mayhem (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Double Tap (Long War) |text=1}} &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4|| 5(6)||5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8 ||5(6)||10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 12|| 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 16|| 2(3)|| 15(-19)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 20 || 2(3)||17(-22)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 24||2(3) ||19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 28|| 2(3)||21(-28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; still available, snipers are still some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Thus, you may find yourself desiring more snipers than other classes in your campaign, to have a number of each to go out on missions. And, if you use multiple snipers in a squad, consider if to have them be the same kind, or mix n&#039; match. For example, Disablers help out greatly for doing alien captures, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers could be played like Scouts (with more accurate/potent shots, can hit from full Squadsight range, but less defensive abilities). You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===In the Zone Cleaner===&lt;br /&gt;
Role: Long Range Offense &lt;br /&gt;
&lt;br /&gt;
Classic In the Zone build - finish off multiple (up to 8, in theory) weakened and exposed enemies each turn, from the back line or in the air. Relies on cover destruction to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot&#039;s damage by 1 and critical chance by 10%. Snapshot and Lock N&#039; Load allow a string of kills followed by reloading and continuing the chain, especially useful with the Gauss Sniper Rifle&#039;s small magazine. Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in planning an ITZ chain. Snap Shot allows reloading and more firing, as well as repositioning to get more flanks.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; SnapShot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting-&amp;gt; Lock N&#039; Load -&amp;gt; In The Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Lock N&#039; Load can be used to continue an ITZ chain after the original magazine is emptied. As Lock N&#039; Load only works together with Snap Shot (you cannot shoot after taking a costly action, reloading included), the two perks go together. When using ITZ, use explosives to remove the cover of aliens. Use ITZ to clean up the exposed aliens. Flying targets also count as exposed.&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
Role: Long Range Offense.&lt;br /&gt;
&lt;br /&gt;
The Sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Bring &#039;Em On -&amp;gt; Mayhem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT + Mayhem provide you with +7 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision Shot and Lone Wolf provide you with additional critical chance, which get boosted damage from Bring &#039;Em On. Precision Shot adds extra damage on crits. With flying armor and the Depth Perception Gene Mod, this sniper can achieve close to 100% critical chance on regular shots against exposed enemies.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Crit Monster===&lt;br /&gt;
Role: Long range offense.&lt;br /&gt;
&lt;br /&gt;
A sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often. Give him flying armor and Depth Perception late game to rain death down on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Sample Sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision Shot -&amp;gt; Sharpshooter -&amp;gt; Platform Stability -&amp;gt; Bring &#039;Em On -&amp;gt; Double Tap&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Mdarena</name></author>
	</entry>
</feed>