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		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120391</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120391"/>
		<updated>2024-12-27T00:42:10Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* In The Zone Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Long Range DPS / Single Target Elimination&lt;br /&gt;
&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+70% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility OTR already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120360</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120360"/>
		<updated>2024-12-10T03:32:55Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. Even a pure Support Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s combat functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of extra healing from &#039;&#039;Field Medic,&#039;&#039; &#039;&#039;Savior,&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades, Heavy Armors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The pure support medic has little to no offensive utility. It may be worthwhile to equip your medic as an &amp;quot;off-tank&amp;quot; by giving them heavy armor and hunkering down in low cover to attract enemy fire in the event the main squad&#039;s tank is incapacitated.&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medkits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. Both &#039;&#039;Hit and Run&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; give the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}} {{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At CPL, &#039;&#039;Tactical Healer&#039;&#039; can be chosen for a theoretically tankier build. However, this medic is much less capable on the offense without Opportunist and is limited to close range reaction shots.&lt;br /&gt;
* At SGT, &#039;&#039;Pistolero,&#039;&#039; &#039;&#039;Ranger,&#039;&#039; and &#039;&#039;Surgical Targeting&#039;&#039; are all offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120359</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120359"/>
		<updated>2024-12-10T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Support Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Support Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A Tank Medic might choose to overwatch with &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039; to provide overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of extra healing from &#039;&#039;Field Medic,&#039;&#039; &#039;&#039;Savior,&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades, Heavy Armors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The pure support medic has little to no offensive utility. It may be worthwhile to equip your medic as an &amp;quot;off-tank&amp;quot; by giving them heavy armor and hunkering down in low cover to attract enemy fire in the event the main squad&#039;s tank is incapacitated.&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medkits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. Both &#039;&#039;Hit and Run&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; give the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}} {{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At CPL, &#039;&#039;Tactical Healer&#039;&#039; can be chosen for a theoretically tankier build. However, this medic is much less capable on the offense without Opportunist and is limited to close range reaction shots.&lt;br /&gt;
* At SGT, &#039;&#039;Pistolero,&#039;&#039; &#039;&#039;Ranger,&#039;&#039; and &#039;&#039;Surgical Targeting&#039;&#039; are all offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120358</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120358"/>
		<updated>2024-12-10T03:25:05Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Support Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Support Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A Tank Medic might choose to overwatch with &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039; to provide overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of extra healing from &#039;&#039;Field Medic,&#039;&#039; &#039;&#039;Savior,&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. Both &#039;&#039;Hit and Run&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; give the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}} {{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At CPL, &#039;&#039;Tactical Healer&#039;&#039; can be chosen for a theoretically tankier build. However, this medic is much less capable on the offense without Opportunist and is limited to close range reaction shots.&lt;br /&gt;
* At SGT, &#039;&#039;Pistolero,&#039;&#039; &#039;&#039;Ranger,&#039;&#039; and &#039;&#039;Surgical Targeting&#039;&#039; are all offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120357</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120357"/>
		<updated>2024-12-10T03:24:37Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Support Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A Tank Medic might choose to overwatch with &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039; to provide overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of extra healing from &#039;&#039;Field Medic,&#039;&#039; &#039;&#039;Savior,&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. Both &#039;&#039;Hit and Run&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; give the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}} {{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At CPL, &#039;&#039;Tactical Healer&#039;&#039; can be chosen for a theoretically tankier build. However, this medic is much less capable on the offense without Opportunist and is limited to close range reaction shots.&lt;br /&gt;
* At SGT, &#039;&#039;Pistolero,&#039;&#039; &#039;&#039;Ranger,&#039;&#039; and &#039;&#039;Surgical Targeting&#039;&#039; are all offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120356</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120356"/>
		<updated>2024-12-10T03:21:43Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tank Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Support Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A Tank Medic might choose to overwatch with &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039; to provide overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of extra healing from &#039;&#039;Field Medic,&#039;&#039; &#039;&#039;Savior,&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. Both &#039;&#039;Hit and Run&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; give the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}} {{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At CPL, &#039;&#039;Tactical Healer&#039;&#039; can be chosen for a theoretically tankier build. However, this medic is much less capable on the offense without Opportunist and is limited to close range reaction shots.&lt;br /&gt;
* At SGT, &#039;&#039;Pistolero,&#039;&#039; &#039;&#039;Ranger,&#039;&#039; and &#039;&#039;Surgical Targeting&#039;&#039; are all offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120355</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120355"/>
		<updated>2024-12-10T03:19:20Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tank Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Support Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A Tank Medic might choose to overwatch with &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039; to provide overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of extra healing from &#039;&#039;Field Medic,&#039;&#039; &#039;&#039;Savior,&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. &#039;&#039;Hit and Run&#039;&#039; gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Hit and Run -&amp;gt; Pistolero or Ranger -&amp;gt; Savior -&amp;gt; Grit -&amp;gt; Extra Conditioning or Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}} {{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At CPL, &#039;&#039;Tactical Healer&#039;&#039; can be chosen for a theoretically tankier build. However, this medic is much less capable on the offense without Opportunist and is limited to close range reaction shots.&lt;br /&gt;
* At SGT, &#039;&#039;Pistolero,&#039;&#039; &#039;&#039;Ranger,&#039;&#039; and &#039;&#039;Surgical Targeting&#039;&#039; are all offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120354</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120354"/>
		<updated>2024-12-10T03:08:58Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Overwatch Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Support Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A Tank Medic might choose to overwatch with &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039; to provide overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of extra healing from &#039;&#039;Field Medic,&#039;&#039; &#039;&#039;Savior,&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. &#039;&#039;Hit and Run&#039;&#039; gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Hit and Run -&amp;gt; Pistolero or Ranger -&amp;gt; Savior -&amp;gt; Grit -&amp;gt; Extra Conditioning or Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Pistolero&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are both offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120353</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120353"/>
		<updated>2024-12-10T03:07:08Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Support Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A Tank Medic might choose to overwatch with &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039; to provide overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of free powerful medikits from &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. &#039;&#039;Hit and Run&#039;&#039; gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Hit and Run -&amp;gt; Pistolero or Ranger -&amp;gt; Savior -&amp;gt; Grit -&amp;gt; Extra Conditioning or Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Pistolero&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are both offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120352</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120352"/>
		<updated>2024-12-10T02:57:42Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Overwatch Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A proper Tank Medic might choose overwatch perks like &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039;, to keep his own health up while providing some overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Tactical Healer&#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of free powerful medikits from &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tactical Healer (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. &#039;&#039;Hit and Run&#039;&#039; gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Hit and Run -&amp;gt; Pistolero or Ranger -&amp;gt; Savior -&amp;gt; Grit -&amp;gt; Extra Conditioning or Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Pistolero&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are both offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120351</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120351"/>
		<updated>2024-12-10T02:52:46Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A proper Tank Medic might choose overwatch perks like &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039;, to keep his own health up while providing some overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Lock &#039;n Load &#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of free powerful medikits from &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Surgical Targeting or Ranger -&amp;gt; Savior -&amp;gt; Bring &#039;em On -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. &#039;&#039;Hit and Run&#039;&#039; gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Hit and Run -&amp;gt; Pistolero or Ranger -&amp;gt; Savior -&amp;gt; Grit -&amp;gt; Extra Conditioning or Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Pistolero&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are both offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120350</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120350"/>
		<updated>2024-12-10T02:50:20Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Support&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking 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;
Medics can be built for multiple roles, and they&#039;re best used to fill any gaps in the squad caused due to combat. A &#039;&#039;&#039;Smoke And Mirrors&#039;&#039;&#039; Medic might choose to wear heavy armor, so that they can cover for the squad&#039;s main tank if they become incapacitated. A &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; Tank Medic might choose overwatch perks like &#039;&#039;&#039;Tactical Healer&#039;&#039;&#039;, to keep his own health up while providing some overwatch support. It&#039;s important that the medic isn&#039;t so crucial to the squad&#039;s base functions so that he can drop his subrole at a moment&#039;s notice to provide healing.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Lock &#039;n Load &#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of free powerful medikits from &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Surgical Targeting or Ranger -&amp;gt; Savior -&amp;gt; Bring &#039;em On -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. &#039;&#039;Hit and Run&#039;&#039; gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Hit and Run -&amp;gt; Pistolero or Ranger -&amp;gt; Savior -&amp;gt; Grit -&amp;gt; Extra Conditioning or Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Pistolero&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are both offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120349</id>
		<title>Medic (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(LWR)&amp;diff=120349"/>
		<updated>2024-12-10T02:18:04Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Medic&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a versatile support class. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants extra medikit(s) per mission. They also have access to &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; perk that is light AOE heal that can heal bio and mech units (not SHIVs).&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Will x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Field Medic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Tactical Healer (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Combat Drugs (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Pistolero (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Surgical Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Savior (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Sharpshooter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Defensive Support / Contingency Reinforcement&lt;br /&gt;
&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing smoke and tanking or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overwatch Medic===&lt;br /&gt;
This build uses the combination of &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Lock &#039;n Load &#039;&#039; to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to heal significant amounts of hit points and a potential &#039;&#039;Surgical Targeting&#039;&#039; damage boost after injuring foes. While this build is rarely as strong as the other Overwatch builds, the inclusion of free powerful medikits from &#039;&#039;Field Medic&#039;&#039; and &#039;&#039;Savior&#039;&#039; are always great to have around, and a build that condenses multiple roles into one like this can help free up slots in the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Surgical Targeting or Ranger -&amp;gt; Savior -&amp;gt; Bring &#039;em On -&amp;gt; Sharpshooter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Surgical Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* At SGT, you get a choice between the simple but effective &#039;&#039;Ranger&#039;&#039; for an effective pistol + stats, or the unique and potentially powerful &#039;&#039;Surgical Targeting&#039;&#039;. &#039;&#039;Surgical Targeting&#039;&#039; has an incredibly high power ceiling, but requires careful positioning and target choice to use to its fullest. Ideally, you&#039;d want to position your medic in such a way that it only sees Red Fogged enemies; sometimes this is very easy, such as on crashed UFOs or when paired with Rocketeers, Grenadiers, or Danger Zone Suppression, but other times you&#039;ll have to specifically set this up with your position and the target choices of your other soldiers. Additionally, Red Fog being tied to base HP means that heavily armored aliens like Mutons or Mechtoids will naturally shrug off your attacks due to a lack of other significant damage-increasing perks, while aliens with little to no armor like Sectoids and Floaters are prone to getting annihilated.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.&lt;br /&gt;
* Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items.&lt;br /&gt;
&lt;br /&gt;
===Support Medic===&lt;br /&gt;
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Combat Drugs&#039;&#039; offers a welcome upgrade to regular Smoke grenades, healing units that are inside the drug-laced smoke and providing an offensive boost. Finally, this build has next to no offensive power by itself and must rely almost entirely on the rest of the squad for any significant damage.&lt;br /&gt;
&lt;br /&gt;
Sample Support Medic Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Combat Drugs -&amp;gt; Ranger -&amp;gt; Savior -&amp;gt; Grit or Holo Rounds -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Combat Drugs (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Arc Rifle, SMG, Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Combat Drugs&#039;&#039; smoke can be nice for group healing even outside of combat, especially on soldiers that have only been lightly injured and do not need a full medikit. This is particularly nice when combined with &#039;&#039;Repulsor&#039;&#039;, as you can constantly renew its effects without committing huge medikit heals.&lt;br /&gt;
* &#039;&#039;Holo Rounds&#039;&#039; can provide late game support for your team, but if you already have that covered elsewhere on the squad, &#039;&#039;Grit&#039;&#039; can help a lot with survivability, especially if bringing a plating and/or Psi Defender.&lt;br /&gt;
* Support Medics make for solid Psionic soldiers due to added support abilities to use when out of consumables and Psi Grenades as a bonus.&lt;br /&gt;
* Officers are a natural fit for supports, but you may find the stat increases to be somewhat wasteful given how little combat prowess a Support Medic has.&lt;br /&gt;
* Gene Modded Medics can eventually pick up &#039;&#039;Enhanced Metabolism&#039;&#039; and equip a medikit to have a total of 4 powerful medikits on a single soldier, but the rest of the gene mods aren&#039;t especially useful.&lt;br /&gt;
&lt;br /&gt;
===Tank Medic===&lt;br /&gt;
An unorthodox, but effective tank build that sacrifices supporting power for powerful tanking capabilities. It is able to push forward and absorb fire intended for other units and simply heal it back up. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. &#039;&#039;Hit and Run&#039;&#039; gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build, while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Medic Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Hit and Run -&amp;gt; Pistolero or Ranger -&amp;gt; Savior -&amp;gt; Grit -&amp;gt; Extra Conditioning or Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Pistolero (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Savior (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun, SMG, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Medkits, Psi Defender, Utility, Damage-increasers.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &#039;&#039;Pistolero&#039;&#039; and &#039;&#039;Ranger&#039;&#039; are both offensive boosts. Ranger provides a more well rounded boost.&lt;br /&gt;
* Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.&lt;br /&gt;
* Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.&lt;br /&gt;
** Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120348</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120348"/>
		<updated>2024-12-10T01:30:35Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Long Range DPS / Single Target Elimination&lt;br /&gt;
&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
**Alternatively, there is a playstyle for the ITZ Sniper disregard the steady weapon setup and use a Strike Rifle with +20 aim and infinite ammo. Focus on perks and equipment that add pen, damage, mobility, and aim in that order. Theorycraft responsibly.&lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+70% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility OTR already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=120347</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=120347"/>
		<updated>2024-12-10T01:20:36Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Mob x3. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Pistolero (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense / Counter-Offense / Melee Bodyguard&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. SMGs are also viable due to their high crit, mobility and crit damage boost. They are specialist for close quarters urban maps, but also excel in UFOs where they can ignore Outsider &#039;&#039;Close Combat Specialist&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
On the defensive, Assaults are second only to Overwatch builds in their ability to resist aliens pushing XCOM soldiers out of position. Assaults are especially good at dealing with Aliens that are melee only and designed to force XCOM out of position, like Chryssalids and Berserkers. &#039;&#039;Close Encounters&#039;&#039; makes the Assault Class immune to crits within 4 tiles, and so enemy AI has a tendency to respect a minimum of a 5 tile range away from the assault. This may or may not be useful to the Assault, but this buys space for the rest of the squad. &lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; RnG Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Brawler -&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression or Tenacious Defense -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG. Secondary Sawed-off/Autopistol if mobility allows (especially with &#039;&#039;Pistolero&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Damage-increasers, Mobility-increasers, Survivability-increasers, Psi Frayer/Conduit.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Most ranks for a RnG Assault offer a choice between added damage and added survivability; it&#039;s up to you to figure out what mix of each you want.&lt;br /&gt;
** At CPL, you can opt to take Extra Conditioning for the extra stats and free action chance, but you may find that without Brawler, your shots won&#039;t be as accurate as you wish against particularly evasive targets.&lt;br /&gt;
* Psionic Assaults benefit well from the added flexibility that psi abilities can offer, as well as most of the psi items.&lt;br /&gt;
* Every body part has a gene mod that will help reduce the high risk of harm and/or death inherent to the build. Additionally, Muscle Amp offers greatly improved mobility on a large number of maps.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The assault class&#039;s forced close range playstyle thanks to &#039;&#039;Close Encounters&#039;&#039; lends itself well to deploying grenades which also need their user to be in close range of enemies, and the perk can even provide a free action for throwing close range grenades if the situation comes up. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Blast&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk; psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger or Killer Instinct -&amp;gt; Rapid Fire -&amp;gt; Blast or Tenacious Defense -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Killer Instinct (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Blast (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The choice at SGT between Ranger and Killer Instinct is one of consistency vs potential; Ranger gives you a little bit of everything as well as a reliable sidearm, while Killer Instinct makes your Frag crits much scarier, in addition to buffing up other weapons&#039; crits.&lt;br /&gt;
* It may be worth sacrificing explosive amounts or the power of the Shotgun in exchange for more mobility; being too slow to approach is a good way to accomplish nothing, no matter how many grenades you&#039;re carrying.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out, especially if an amplifier such as a Psi Frayer or Aurora Armor is used on top.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with high damage &#039;&#039;Pistolero&#039;&#039; hits to good effect. This does severely limit its effective fighting range however, and on an open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Brawler or Extra Conditioning -&amp;gt; Ranger or Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Tenacious Defense -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings (Chitin especially), Combat Stims, High Cap Mags, Special ammo, Mobility-increasers, Psi Defender/Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* As the sole source of &#039;&#039;Brawler&#039;&#039; on biotanks, Assault Tanks make for great terror mission specialists while equipped with Chitin Plating and Breaching Rounds. In the right situations, chryssalids and other melee enemies may simply kill themselves on your brawling Assault. This pairs particularly well with flashbangs and Red Fog to reduce their damage. &#039;&#039;Extra Conditioning&#039;&#039; makes them more well rounded with a little of everything and is definitely competitive.&lt;br /&gt;
* Tank Assaults additionally work well for combating Outsiders on UFOs; &#039;&#039;Close Encounters&#039;&#039; renders them immune to &#039;&#039;Close Combat Specialist&#039;&#039;, and a tank assault can shrug off any close range attacks provided they are not flanked. They can potentially even be the one to hold the Stun Rifle, but you may prefer having the high damage of a primary to kill Outsiders and prevent them from growing and healing while someone else moves in with the Stun Rifle.&lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward enemies for more uptime. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Psi, like on other Assault builds, is a great way to maintain relevance while closing in on targets or keeping distance as needed. Psi Defender is also a strong item on any tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=120346</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=120346"/>
		<updated>2024-12-10T01:20:10Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Mob x3. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Pistolero (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense / Counter-Offensive / Melee Bodyguard&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. SMGs are also viable due to their high crit, mobility and crit damage boost. They are specialist for close quarters urban maps, but also excel in UFOs where they can ignore Outsider &#039;&#039;Close Combat Specialist&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
On the defensive, Assaults are second only to Overwatch builds in their ability to resist aliens pushing XCOM soldiers out of position. Assaults are especially good at dealing with Aliens that are melee only and designed to force XCOM out of position, like Chryssalids and Berserkers. &#039;&#039;Close Encounters&#039;&#039; makes the Assault Class immune to crits within 4 tiles, and so enemy AI has a tendency to respect a minimum of a 5 tile range away from the assault. This may or may not be useful to the Assault, but this buys space for the rest of the squad. &lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; RnG Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Brawler -&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression or Tenacious Defense -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG. Secondary Sawed-off/Autopistol if mobility allows (especially with &#039;&#039;Pistolero&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Damage-increasers, Mobility-increasers, Survivability-increasers, Psi Frayer/Conduit.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Most ranks for a RnG Assault offer a choice between added damage and added survivability; it&#039;s up to you to figure out what mix of each you want.&lt;br /&gt;
** At CPL, you can opt to take Extra Conditioning for the extra stats and free action chance, but you may find that without Brawler, your shots won&#039;t be as accurate as you wish against particularly evasive targets.&lt;br /&gt;
* Psionic Assaults benefit well from the added flexibility that psi abilities can offer, as well as most of the psi items.&lt;br /&gt;
* Every body part has a gene mod that will help reduce the high risk of harm and/or death inherent to the build. Additionally, Muscle Amp offers greatly improved mobility on a large number of maps.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The assault class&#039;s forced close range playstyle thanks to &#039;&#039;Close Encounters&#039;&#039; lends itself well to deploying grenades which also need their user to be in close range of enemies, and the perk can even provide a free action for throwing close range grenades if the situation comes up. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Blast&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk; psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger or Killer Instinct -&amp;gt; Rapid Fire -&amp;gt; Blast or Tenacious Defense -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Killer Instinct (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Blast (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The choice at SGT between Ranger and Killer Instinct is one of consistency vs potential; Ranger gives you a little bit of everything as well as a reliable sidearm, while Killer Instinct makes your Frag crits much scarier, in addition to buffing up other weapons&#039; crits.&lt;br /&gt;
* It may be worth sacrificing explosive amounts or the power of the Shotgun in exchange for more mobility; being too slow to approach is a good way to accomplish nothing, no matter how many grenades you&#039;re carrying.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out, especially if an amplifier such as a Psi Frayer or Aurora Armor is used on top.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with high damage &#039;&#039;Pistolero&#039;&#039; hits to good effect. This does severely limit its effective fighting range however, and on an open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Brawler or Extra Conditioning -&amp;gt; Ranger or Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Tenacious Defense -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings (Chitin especially), Combat Stims, High Cap Mags, Special ammo, Mobility-increasers, Psi Defender/Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* As the sole source of &#039;&#039;Brawler&#039;&#039; on biotanks, Assault Tanks make for great terror mission specialists while equipped with Chitin Plating and Breaching Rounds. In the right situations, chryssalids and other melee enemies may simply kill themselves on your brawling Assault. This pairs particularly well with flashbangs and Red Fog to reduce their damage. &#039;&#039;Extra Conditioning&#039;&#039; makes them more well rounded with a little of everything and is definitely competitive.&lt;br /&gt;
* Tank Assaults additionally work well for combating Outsiders on UFOs; &#039;&#039;Close Encounters&#039;&#039; renders them immune to &#039;&#039;Close Combat Specialist&#039;&#039;, and a tank assault can shrug off any close range attacks provided they are not flanked. They can potentially even be the one to hold the Stun Rifle, but you may prefer having the high damage of a primary to kill Outsiders and prevent them from growing and healing while someone else moves in with the Stun Rifle.&lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward enemies for more uptime. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Psi, like on other Assault builds, is a great way to maintain relevance while closing in on targets or keeping distance as needed. Psi Defender is also a strong item on any tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=120345</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=120345"/>
		<updated>2024-12-10T01:19:53Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Mob x3. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Brawler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Killer Instinct (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Pistolero (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Sprinter (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense / Counter-Offensive / Melee Bodyguard&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. SMGs are also viable due to their high crit, mobility and crit damage boost. They are specialist for close quarters urban maps, but also excel in UFOs where they can ignore Outsider &#039;&#039;Close Combat Specialist&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
On the Defensive, Assaults are second only to Overwatch builds in their ability to resist aliens pushing XCOM soldiers out of position. Assaults are especially good at dealing with Aliens that are melee only and designed to force XCOM out of position, like Chryssalids and Berserkers. &#039;&#039;Close Encounters&#039;&#039; makes the Assault Class immune to crits within 4 tiles, and so enemy AI has a tendency to respect a minimum of a 5 tile range away from the assault. This may or may not be useful to the Assault, but this buys space for the rest of the squad. &lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; RnG Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Brawler -&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression or Tenacious Defense -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG. Secondary Sawed-off/Autopistol if mobility allows (especially with &#039;&#039;Pistolero&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Damage-increasers, Mobility-increasers, Survivability-increasers, Psi Frayer/Conduit.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* Most ranks for a RnG Assault offer a choice between added damage and added survivability; it&#039;s up to you to figure out what mix of each you want.&lt;br /&gt;
** At CPL, you can opt to take Extra Conditioning for the extra stats and free action chance, but you may find that without Brawler, your shots won&#039;t be as accurate as you wish against particularly evasive targets.&lt;br /&gt;
* Psionic Assaults benefit well from the added flexibility that psi abilities can offer, as well as most of the psi items.&lt;br /&gt;
* Every body part has a gene mod that will help reduce the high risk of harm and/or death inherent to the build. Additionally, Muscle Amp offers greatly improved mobility on a large number of maps.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The assault class&#039;s forced close range playstyle thanks to &#039;&#039;Close Encounters&#039;&#039; lends itself well to deploying grenades which also need their user to be in close range of enemies, and the perk can even provide a free action for throwing close range grenades if the situation comes up. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Blast&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk; psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger or Killer Instinct -&amp;gt; Rapid Fire -&amp;gt; Blast or Tenacious Defense -&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Killer Instinct (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Blast (LWR)|align=center|topbotpad=7}} {{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The choice at SGT between Ranger and Killer Instinct is one of consistency vs potential; Ranger gives you a little bit of everything as well as a reliable sidearm, while Killer Instinct makes your Frag crits much scarier, in addition to buffing up other weapons&#039; crits.&lt;br /&gt;
* It may be worth sacrificing explosive amounts or the power of the Shotgun in exchange for more mobility; being too slow to approach is a good way to accomplish nothing, no matter how many grenades you&#039;re carrying.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out, especially if an amplifier such as a Psi Frayer or Aurora Armor is used on top.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with high damage &#039;&#039;Pistolero&#039;&#039; hits to good effect. This does severely limit its effective fighting range however, and on an open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Brawler or Extra Conditioning -&amp;gt; Ranger or Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Tenacious Defense -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Brawler (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Pistolero (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings (Chitin especially), Combat Stims, High Cap Mags, Special ammo, Mobility-increasers, Psi Defender/Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* As the sole source of &#039;&#039;Brawler&#039;&#039; on biotanks, Assault Tanks make for great terror mission specialists while equipped with Chitin Plating and Breaching Rounds. In the right situations, chryssalids and other melee enemies may simply kill themselves on your brawling Assault. This pairs particularly well with flashbangs and Red Fog to reduce their damage. &#039;&#039;Extra Conditioning&#039;&#039; makes them more well rounded with a little of everything and is definitely competitive.&lt;br /&gt;
* Tank Assaults additionally work well for combating Outsiders on UFOs; &#039;&#039;Close Encounters&#039;&#039; renders them immune to &#039;&#039;Close Combat Specialist&#039;&#039;, and a tank assault can shrug off any close range attacks provided they are not flanked. They can potentially even be the one to hold the Stun Rifle, but you may prefer having the high damage of a primary to kill Outsiders and prevent them from growing and healing while someone else moves in with the Stun Rifle.&lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward enemies for more uptime. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Psi, like on other Assault builds, is a great way to maintain relevance while closing in on targets or keeping distance as needed. Psi Defender is also a strong item on any tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(LWR)&amp;diff=120344</id>
		<title>Gunner (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(LWR)&amp;diff=120344"/>
		<updated>2024-12-10T01:00:05Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS HEAVY.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Gunner&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM&#039;s arsenal to either inflict heavy damage, or lock down and debuff hostiles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: SAWs, LMGs.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x2, Aim x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Suppression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Mayhem (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Ready For Anything (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Grit (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Penetrator (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Tenacious Defense (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Focus Fire Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy, while LMG Gunners are slow and inaccurate, but boast an improved AOE &#039;&#039;Suppression&#039;&#039; thanks to the weapon&#039;s &#039;&#039;Danger Zone&#039;&#039; and a deep pool of ammo to draw from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suppression&#039;&#039; is a powerful tool used to chip down exposed targets or pin down enemies behind cover to prevent dangerous flanks. &#039;&#039;Suppression&#039;&#039; also softens up priority targets by applying holo-targeting and shred effects on aliens. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations. &lt;br /&gt;
&lt;br /&gt;
They enjoy the high power of their class weapons, granting them a sizable damage output that will put &#039;&#039;Shredder&#039;&#039; to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don&#039;t require a lot of repositioning.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Gunner===&lt;br /&gt;
The Tank Gunner mixes sturdiness with high damage in a threatening package. It is a rare example of a biological class with access to &#039;&#039;Grit&#039;&#039; and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. &#039;&#039;Double Tap&#039;&#039; rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored enemies. &#039;&#039;Suppression&#039;&#039; remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial &#039;&#039;Double Tap&#039;&#039; opportunity be missed. &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Double Tap or Holo Rounds -&amp;gt; Grit -&amp;gt; Extra Conditioning -&amp;gt; Tenacious Defense or Bring &#039;Em On -&amp;gt; Impact or Kitted&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Double Tap (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Impact (LWR)|align=center|topbotpad=7}}{{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SAW or LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Platings, Combat Stims, Walker Servos, Psi Defender.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The biggest choice for Gunner Tanks is their CPL perk. Double Tap gives strong burst damage potential from the big guns that Gunners carry, while Holo leans more into the support side of gunners and their &#039;&#039;Suppression&#039;s&#039;&#039; ability to spread Holo around (especially with an LMG).&lt;br /&gt;
* At GSGT you can choose to sacrifice the crit resistance of Tenacious Defense for the utility and ammo of Kitted. With Psi Defender, the crit resistance is less necessary, so this may be a worthwhile trade.&lt;br /&gt;
* Like most Gunner builds, mobility tends to be a heavy concern; Walker Servos are an instant solution to the problem if necessary.&lt;br /&gt;
* A more hybrid build utilizing perks such as Critical System Targeting or Lock N&#039; Load is possible if the heavy firepower of a Gunner is more important than raw tankiness; this can work well if multiple tanks are brought along.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW or LMG with &#039;&#039;Sentinel&#039;&#039; and &#039;&#039;Shredder&#039;&#039; to deliver hefty damage through reaction fire and lock down enemy movement. &#039;&#039;Ready for Anything&#039;&#039; grants more shred and uptime and flexibility as Gunner can chose to fire or reload  and still overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another Overwatch class will wear down enemy battle lines at an alarming pace. &#039;&#039;Suppression&#039;&#039; - while still useful - is less optimal than on other builds. Late game the build works very well with flying armors giving Gunners extra mobility and much needed accuracy to hit for serious damage.&lt;br /&gt;
&lt;br /&gt;
Sample Overwatch Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Ready for Anything -&amp;gt; Any -&amp;gt; Extra Conditioning -&amp;gt; Lock N&#039; Load or Bring &#039;Em On -&amp;gt; Impact or Kitted&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ready For Anything (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Penetrator (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Impact (LWR)|align=center|topbotpad=7}}{{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SAW or LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Alloy Bipod, Aim-increasers, Damage-increasers, Mobility-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The SGT perk in this build is very flexible:&lt;br /&gt;
** Critical System Targeting combined with Flak ammo allow a high specialization against Mechs.&lt;br /&gt;
** Penetrator is less specialized but usable against many targets.&lt;br /&gt;
** Grit gives a front-line soldier added survivability, which is always useful.&lt;br /&gt;
* Lock n&#039; Load and Kitted both accomplish a similar role in this build; LnL makes your reloading more flexible while Kitted lets you wait longer before reloading and provides some utility. Both lead to Overwatching with a full mag due to Ready for Anything.&lt;br /&gt;
* Psionics and Gene Mods are both greatly appreciated on this build for the extra OW shot from Inner Fire and Enhanced Metabolism respectively. The Gunner&#039;s low will growth often means that Psi Gunners are quite rare, however.&lt;br /&gt;
* The LMG is an unconventional choice for this build due to the steep aim penalty. Sufficiently mitigated however (e.g Mind Merge + Holo Rounds or equipping multiple aim-increasers), the resulting damage will put most other offensive builds to shame.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Gunner (Bullet Wizard)===&lt;br /&gt;
The Mayhem Gunner build focuses on debuffing and crowd control through &#039;&#039;Suppression&#039;&#039; boosted by &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Shredder&#039;&#039; to allow other squad members to provide more accurate and damaging fire. With &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Danger Zone&#039;&#039; from the LMG, the Gunner can suppress and debuff entire groups of enemies, denting targets and pinning them down if in cover. The cooldown turn of &#039;&#039;Suppression&#039;&#039; can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful albeit innaccurate (&#039;&#039;Burst&#039;&#039; is advised) shredding shot to a target. While slow, this build can fix that problem thanks to a great freedom in terms of equipment choices; many typical &amp;quot;shooter&amp;quot; items have a minimal impact on Mayhem Suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Bullet Wizard Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Holo Rounds -&amp;gt; Penetrator or Grit -&amp;gt; Extra Conditioning -&amp;gt; Lock n&#039; Load -&amp;gt; Impact or Kitted&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Penetrator (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Lock n&#039; Load  (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; LMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Survivability-increasers, Mobility-increasers, Damage-increasers, Alloy Bipod, Utility.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The Alloy Bipod gives a unique flat bonus to Suppressive Fire damage; this can be nice if you happen to have extra item slots you aren&#039;t using for other things, but isn&#039;t necessary as you&#039;ll often have to reposition for effective Suppressions anyways.&lt;br /&gt;
* Penetrator adds a significant amount of damage through DR due to Mayhem&#039;s low damage early, but eventually the survivability of Grit may be more worthwhile as shred is not affected by DR, and even with Penetrator you may find your damage to be lacking against covered targets.&lt;br /&gt;
* This build is known to be very stat-independant; any rookie cursed by low stat totals that ends up in the Weapons supraclass is salvageable as a Mayhem Gunner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=120343</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=120343"/>
		<updated>2024-12-10T00:26:12Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense / Frontline Support&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated enemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Kitted or Ranger -&amp;gt; Tinker -&amp;gt; Concealment -&amp;gt; Disabling Shot or Shadowstep -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Kitted (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot or Shadowstep or Disabling Shot -&amp;gt; Aggression or Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}} {{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger or Snapshot -&amp;gt; Vital Point Targeting or Impact -&amp;gt; Concealment -&amp;gt; Any -&amp;gt; Extra Conditioning or Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}} {{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120342</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120342"/>
		<updated>2024-12-09T22:18:02Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* On The Ready Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
**Alternatively, there is a playstyle for the ITZ Sniper disregard the steady weapon setup and use a Strike Rifle with +20 aim and infinite ammo. Focus on perks and equipment that add pen, damage, mobility, and aim in that order. Theorycraft responsibly.&lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+70% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility OTR already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120341</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120341"/>
		<updated>2024-12-09T22:15:51Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* On The Ready Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
**Alternatively, there is a playstyle for the ITZ Sniper disregard the steady weapon setup and use a Strike Rifle with +20 aim and infinite ammo. Focus on perks and equipment that add pen, damage, mobility, and aim in that order. Theorycraft responsibly.&lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+70% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility OTR already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120340</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120340"/>
		<updated>2024-12-09T22:14:25Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Magnum Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
**Alternatively, there is a playstyle for the ITZ Sniper disregard the steady weapon setup and use a Strike Rifle with +20 aim and infinite ammo. Focus on perks and equipment that add pen, damage, mobility, and aim in that order. Theorycraft responsibly.&lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+70% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120339</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120339"/>
		<updated>2024-12-09T22:12:59Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Magnum Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
**Alternatively, there is a playstyle for the ITZ Sniper disregard the steady weapon setup and use a Strike Rifle with +20 aim and infinite ammo. Focus on perks and equipment that add pen, damage, mobility, and aim in that order. Theorycraft responsibly.&lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120338</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120338"/>
		<updated>2024-12-09T22:10:08Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* In The Zone Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
**Alternatively, there is a playstyle for the ITZ Sniper disregard the steady weapon setup and use a Strike Rifle with +20 aim and infinite ammo. Focus on perks and equipment that add pen, damage, mobility, and aim in that order. Theorycraft responsibly.&lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120337</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120337"/>
		<updated>2024-12-09T22:07:58Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* In The Zone Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
**Alternatively, there is a playstyle for the ITZ Sniper disregard the steady weapon setup and use a Strike Rifle with +20 aim and infinite ammo. Focus on perks and equipment that add aim, damage, and mobility. Theorycraft responsibly.&lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120336</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120336"/>
		<updated>2024-12-09T22:02:37Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* In The Zone Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. &lt;br /&gt;
**Alternatively, there is a playstyle for the ITZ Sniper disregard the steady weapon setup and use a Strike Rifle with +20 aim and infinite ammo. Theorycraft responsibly.&lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120309</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120309"/>
		<updated>2024-12-01T05:06:17Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* On The Ready Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=120308</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=120308"/>
		<updated>2024-11-30T02:01:17Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Grenadier Rocketeer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket Launcher, Javelin Rocket, Airburst Actuators. &lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x2, Will x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Blast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Sapper (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Acid Tech (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Role: Crowd Control / Cover Destruction / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Rocketeer&#039;s tactical role is best described as an offensive AOE support. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control. Their starting &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It&#039;s always best for Rocketeers to fire with a steadied weapon, but firing with two AP is still effective if the target area is at mid-range, and you can even use 1 AP rockets effectively if desperate at close range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate from full cover, safe from incoming fire knocking off their steadied weapon.&lt;br /&gt;
&lt;br /&gt;
Rocketeers have access to Airburst Actuators to improve the accuracy of their rockets as well as make them more effective against flying targets, and also Javelin rockets that are precise and deal high shredding damage in a small area. Rocketeers tend to struggle with their mobility due to the equipment they bring along, so that should always be kept in consideration. Without &#039;&#039;Sapper&#039;&#039;, you may find the Rocketeer&#039;s cover destruction abilities lacking; when in doubt, just assume that you won&#039;t break any cover with your rockets, as LWR makes cover destruction much more difficult. As a result, this tends to make rockets best against large packs of uncovered aliens, such as Floaters or Chryssalids, as you don&#039;t have to deal with cover DR, but in a pinch, sometimes multiple explosives can turn *any* group of aliens into an uncovered group...&lt;br /&gt;
&lt;br /&gt;
Note that if you are playing without Red Fog, then the Rocketeer&#039;s tactical potential will be considerably stunted.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Light &#039;Em Up Rocketeer===&lt;br /&gt;
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039; - which allows tagging two targets or focusing down one target - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. When rockets are on cooldown, this build plays much like an Infantry, but with a focus on utility and penetration instead of raw damage output and noticeably less mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Light &#039;Em Up Build:&lt;br /&gt;
&#039;&#039;Light &#039;Em Up -&amp;gt; Holo Rounds or Blast -&amp;gt; Ranger or Sapper -&amp;gt; Shock And Awe -&amp;gt; Any -&amp;gt; Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Light &#039;Em Up (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}{{Blast (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}{{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, Arc rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Ammo-increasers, Aim-increasers, Javelin Rocket, Special ammo, Airburst Actuators.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If you opt to take Ranger at SGT, you may also want to consider taking Blast at CPL; you&#039;ll miss out on Holo, but if someone else can afford to apply it, you&#039;ll massively improve the potential of your rockets that are now also being boosted by Ranger.&lt;br /&gt;
* LeU gives Acid Tech another chance to apply corrosion, but Sapper might be a better option if you still want your rockets to be relevant.&lt;br /&gt;
* Access to Light &#039;Em Up makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat, especially against bios, as the class doesn&#039;t have access to secondary weapons. &lt;br /&gt;
* The GSGT perk is flexible for pretty much every Rocketeer build:&lt;br /&gt;
** Heat Warheads is the utility option, doubling the chance of disorienting. It&#039;s also helpful when cover DR comes into play.&lt;br /&gt;
** Fragmentation is great for Javelins and gives your regular rockets the potential to nuke enemies. It&#039;s unreliable, however.&lt;br /&gt;
** Tandem Warheads is the crowd control option, giving a modest increase in damage that&#039;s especially noticeable in crowds with aliens at the edge of the blast.&lt;br /&gt;
&lt;br /&gt;
===Smoke and Mirrors Rocketeer===&lt;br /&gt;
The S&amp;amp;M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is mitigated somewhat by a higher than average throw range with the Rocketeer&#039;s high HP growth and potential &#039;&#039;Ranger&#039;&#039; perk. When taking &#039;&#039;Acid Tech&#039;&#039; this build can use Acid grenades to seriously strip dangerous armored targets. Finally, rockets are always a good fallback if the use of support grenades isn&#039;t optimal during a turn.&lt;br /&gt;
&lt;br /&gt;
Sample Smoke and Mirrors Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Kitted -&amp;gt; Acid Tech or Sapper or Ranger -&amp;gt; Shock And Awe -&amp;gt; Any -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Acid Tech (LWR)|align=center|topbotpad=7}}{{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Javelin, Mobility-increasers, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Like the previous build, any GSGT perk will do the job: HEAT Warheads for utility, Fragmentation for damage (especially on Javelins), and Tandem Warheads for crowd control (especially on regular rockets).&lt;br /&gt;
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades and Psi Frayer for some more exotic support options.&lt;br /&gt;
* Officer training is another strong choice for this build, as the health increases for throw range and added support potential mesh well together.&lt;br /&gt;
* Smoke grenades can be used better by other classes, but are equally effective against Overwatch and still profit from the extended range of the build.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Rocketeer===&lt;br /&gt;
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented, or dead in the aftermath. At GSGT they can choose to specialize their grenades and rockets for utility, damage, or crowd control. Unfortunately, this build is left with no useful options once that equipment runs out and is thus a good candidate for Psi training or Officer training.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Blast or Kitted -&amp;gt; Sapper or Ranger -&amp;gt; Shock and Awe -&amp;gt; Any -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Blast (LWR)|align=center|topbotpad=7}}{{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Javelin, Shaped Charges, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* It may be occasionally worth sacrificing some of the raw explosive power of &#039;&#039;Blast&#039;&#039; and &#039;&#039;Sapper&#039;&#039; for added utility in the form of Kitted&#039;s medikit + smoke and Ranger&#039;s throw range + mobility + rocket cooldown reduction.&lt;br /&gt;
* Just like on the other builds, the GSGT perk is a choice between the utility of HEAT Warheads, the raw damage of Fragmentation, and the crowd control of Tandem Warheads.&lt;br /&gt;
* Any field of improvements will work well with this build, but Psi is a standout due to &#039;&#039;Kinetic Blast&#039;&#039; increasing the power of explosives and providing a non-consumable offensive option.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=120307</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=120307"/>
		<updated>2024-11-30T01:57:49Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Light &amp;#039;Em Up Rocketeer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket Launcher, Javelin Rocket, Airburst Actuators. &lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x2, Will x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Blast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Sapper (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Acid Tech (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Role: Crowd Control / Cover Destruction / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Rocketeer&#039;s tactical role is best described as an offensive AOE support. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control. Their starting &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It&#039;s always best for Rocketeers to fire with a steadied weapon, but firing with two AP is still effective if the target area is at mid-range, and you can even use 1 AP rockets effectively if desperate at close range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate from full cover, safe from incoming fire knocking off their steadied weapon.&lt;br /&gt;
&lt;br /&gt;
Rocketeers have access to Airburst Actuators to improve the accuracy of their rockets as well as make them more effective against flying targets, and also Javelin rockets that are precise and deal high shredding damage in a small area. Rocketeers tend to struggle with their mobility due to the equipment they bring along, so that should always be kept in consideration. Without &#039;&#039;Sapper&#039;&#039;, you may find the Rocketeer&#039;s cover destruction abilities lacking; when in doubt, just assume that you won&#039;t break any cover with your rockets, as LWR makes cover destruction much more difficult. As a result, this tends to make rockets best against large packs of uncovered aliens, such as Floaters or Chryssalids, as you don&#039;t have to deal with cover DR, but in a pinch, sometimes multiple explosives can turn *any* group of aliens into an uncovered group...&lt;br /&gt;
&lt;br /&gt;
Note that if you are playing without Red Fog, then the Rocketeer&#039;s tactical potential will be considerably stunted.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Light &#039;Em Up Rocketeer===&lt;br /&gt;
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039; - which allows tagging two targets or focusing down one target - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. When rockets are on cooldown, this build plays much like an Infantry, but with a focus on utility and penetration instead of raw damage output and noticeably less mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Light &#039;Em Up Build:&lt;br /&gt;
&#039;&#039;Light &#039;Em Up -&amp;gt; Holo Rounds or Blast -&amp;gt; Ranger or Sapper -&amp;gt; Shock And Awe -&amp;gt; Any -&amp;gt; Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Light &#039;Em Up (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}{{Blast (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}{{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, Arc rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Ammo-increasers, Aim-increasers, Javelin Rocket, Special ammo, Airburst Actuators.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If you opt to take Ranger at SGT, you may also want to consider taking Blast at CPL; you&#039;ll miss out on Holo, but if someone else can afford to apply it, you&#039;ll massively improve the potential of your rockets that are now also being boosted by Ranger.&lt;br /&gt;
* LeU gives Acid Tech another chance to apply corrosion, but Sapper might be a better option if you still want your rockets to be relevant.&lt;br /&gt;
* Access to Light &#039;Em Up makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat, especially against bios, as the class doesn&#039;t have access to secondary weapons. &lt;br /&gt;
* The GSGT perk is flexible for pretty much every Rocketeer build:&lt;br /&gt;
** Heat Warheads is the utility option, doubling the chance of disorienting. It&#039;s also helpful when cover DR comes into play.&lt;br /&gt;
** Fragmentation is great for Javelins and gives your regular rockets the potential to nuke enemies. It&#039;s unreliable, however.&lt;br /&gt;
** Tandem Warheads is the crowd control option, giving a modest increase in damage that&#039;s especially noticeable in crowds with aliens at the edge of the blast.&lt;br /&gt;
&lt;br /&gt;
===Smoke and Mirrors Rocketeer===&lt;br /&gt;
The S&amp;amp;M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is mitigated somewhat by a higher than average throw range with the Rocketeer&#039;s high HP growth and potential &#039;&#039;Ranger&#039;&#039; perk. When taking &#039;&#039;Acid Tech&#039;&#039; this build can use Acid grenades to seriously strip dangerous armored targets. Finally, rockets are always a good fallback if the use of support grenades isn&#039;t optimal during a turn.&lt;br /&gt;
&lt;br /&gt;
Sample Smoke and Mirrors Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Kitted -&amp;gt; Acid Tech or Sapper or Ranger -&amp;gt; Shock And Awe -&amp;gt; Any -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Acid Tech (LWR)|align=center|topbotpad=7}}{{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Javelin, Mobility-increasers, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Like the previous build, any GSGT perk will do the job: HEAT Warheads for utility, Fragmentation for damage (especially on Javelins), and Tandem Warheads for crowd control (especially on regular rockets).&lt;br /&gt;
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades and Psi Frayer for some more exotic support options.&lt;br /&gt;
* Officer training is another strong choice for this build, as the health increases for throw range and added support potential mesh well together.&lt;br /&gt;
* Smoke grenades can be used better by other classes, but are equally effective against Overwatch and still profit from the extended range of the build.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Rocketeer===&lt;br /&gt;
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented, or dead in the aftermath. Furthermore, at GSGT they can choose to specialize their grenades and rockets for utility, damage, or crowd control. Unfortunately, this build is left with no useful options once that equipment runs out and is thus a good candidate for Psi training or Officer training.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Blast or Kitted -&amp;gt; Sapper or Ranger -&amp;gt; Shock and Awe -&amp;gt; Any -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Blast (LWR)|align=center|topbotpad=7}}{{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Javelin, Shaped Charges, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* It may be occasionally worth sacrificing some of the raw explosive power of &#039;&#039;Blast&#039;&#039; and &#039;&#039;Sapper&#039;&#039; for added utility in the form of Kitted&#039;s medikit + smoke and Ranger&#039;s throw range + mobility + rocket cooldown reduction.&lt;br /&gt;
* Just like on the other builds, the GSGT perk is a choice between the utility of HEAT Warheads, the raw damage of Fragmentation, and the crowd control of Tandem Warheads.&lt;br /&gt;
* Any field of improvements will work well with this build, but Psi is a standout due to &#039;&#039;Kinetic Blast&#039;&#039; increasing the power of explosives and providing a non-consumable offensive option.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=120306</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=120306"/>
		<updated>2024-11-30T01:55:59Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Light &amp;#039;Em Up Rocketeer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket Launcher, Javelin Rocket, Airburst Actuators. &lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x2, Will x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Blast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Sapper (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Acid Tech (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Role: Crowd Control / Cover Destruction / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Rocketeer&#039;s tactical role is best described as an offensive AOE support. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control. Their starting &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It&#039;s always best for Rocketeers to fire with a steadied weapon, but firing with two AP is still effective if the target area is at mid-range, and you can even use 1 AP rockets effectively if desperate at close range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate from full cover, safe from incoming fire knocking off their steadied weapon.&lt;br /&gt;
&lt;br /&gt;
Rocketeers have access to Airburst Actuators to improve the accuracy of their rockets as well as make them more effective against flying targets, and also Javelin rockets that are precise and deal high shredding damage in a small area. Rocketeers tend to struggle with their mobility due to the equipment they bring along, so that should always be kept in consideration. Without &#039;&#039;Sapper&#039;&#039;, you may find the Rocketeer&#039;s cover destruction abilities lacking; when in doubt, just assume that you won&#039;t break any cover with your rockets, as LWR makes cover destruction much more difficult. As a result, this tends to make rockets best against large packs of uncovered aliens, such as Floaters or Chryssalids, as you don&#039;t have to deal with cover DR, but in a pinch, sometimes multiple explosives can turn *any* group of aliens into an uncovered group...&lt;br /&gt;
&lt;br /&gt;
Note that if you are playing without Red Fog, then the Rocketeer&#039;s tactical potential will be considerably stunted.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Light &#039;Em Up Rocketeer===&lt;br /&gt;
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039; - which allows tagging two targets or focusing down one target - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. When rockets are on cooldown, this build plays much like an Infantry, but with a focus on utility and penetration instead of raw damage output and noticeably less mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Light &#039;Em Up Build:&lt;br /&gt;
&#039;&#039;Light &#039;Em Up -&amp;gt; Holo Rounds or Blast -&amp;gt; Ranger or Sapper -&amp;gt; Shock And Awe -&amp;gt; Any -&amp;gt; Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Light &#039;Em Up (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}{{Blast (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}{{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, Arc rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Ammo-increasers, Aim-increasers, Javelin Rocket, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If you opt to take Ranger at SGT, you may also want to consider taking Blast at CPL; you&#039;ll miss out on Holo, but if someone else can afford to apply it, you&#039;ll massively improve the potential of your rockets that are now also being boosted by Ranger.&lt;br /&gt;
* LeU gives Acid Tech another chance to apply corrosion, but Sapper might be a better option if you still want your rockets to be relevant.&lt;br /&gt;
* Access to Light &#039;Em Up makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat, especially against bios, as the class doesn&#039;t have access to secondary weapons. &lt;br /&gt;
* The GSGT perk is flexible for pretty much every Rocketeer build:&lt;br /&gt;
** Heat Warheads is the utility option, doubling the chance of disorienting. It&#039;s also helpful when cover DR comes into play.&lt;br /&gt;
** Fragmentation is great for Javelins and gives your regular rockets the potential to nuke enemies. It&#039;s unreliable, however.&lt;br /&gt;
** Tandem Warheads is the crowd control option, giving a modest increase in damage that&#039;s especially noticeable in crowds with aliens at the edge of the blast.&lt;br /&gt;
&lt;br /&gt;
===Smoke and Mirrors Rocketeer===&lt;br /&gt;
The S&amp;amp;M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is mitigated somewhat by a higher than average throw range with the Rocketeer&#039;s high HP growth and potential &#039;&#039;Ranger&#039;&#039; perk. When taking &#039;&#039;Acid Tech&#039;&#039; this build can use Acid grenades to seriously strip dangerous armored targets. Finally, rockets are always a good fallback if the use of support grenades isn&#039;t optimal during a turn.&lt;br /&gt;
&lt;br /&gt;
Sample Smoke and Mirrors Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Kitted -&amp;gt; Acid Tech or Sapper or Ranger -&amp;gt; Shock And Awe -&amp;gt; Any -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Acid Tech (LWR)|align=center|topbotpad=7}}{{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Javelin, Mobility-increasers, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Like the previous build, any GSGT perk will do the job: HEAT Warheads for utility, Fragmentation for damage (especially on Javelins), and Tandem Warheads for crowd control (especially on regular rockets).&lt;br /&gt;
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades and Psi Frayer for some more exotic support options.&lt;br /&gt;
* Officer training is another strong choice for this build, as the health increases for throw range and added support potential mesh well together.&lt;br /&gt;
* Smoke grenades can be used better by other classes, but are equally effective against Overwatch and still profit from the extended range of the build.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Rocketeer===&lt;br /&gt;
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented, or dead in the aftermath. Furthermore, at GSGT they can choose to specialize their grenades and rockets for utility, damage, or crowd control. Unfortunately, this build is left with no useful options once that equipment runs out and is thus a good candidate for Psi training or Officer training.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Blast or Kitted -&amp;gt; Sapper or Ranger -&amp;gt; Shock and Awe -&amp;gt; Any -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Blast (LWR)|align=center|topbotpad=7}}{{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Javelin, Shaped Charges, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* It may be occasionally worth sacrificing some of the raw explosive power of &#039;&#039;Blast&#039;&#039; and &#039;&#039;Sapper&#039;&#039; for added utility in the form of Kitted&#039;s medikit + smoke and Ranger&#039;s throw range + mobility + rocket cooldown reduction.&lt;br /&gt;
* Just like on the other builds, the GSGT perk is a choice between the utility of HEAT Warheads, the raw damage of Fragmentation, and the crowd control of Tandem Warheads.&lt;br /&gt;
* Any field of improvements will work well with this build, but Psi is a standout due to &#039;&#039;Kinetic Blast&#039;&#039; increasing the power of explosives and providing a non-consumable offensive option.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=120305</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=120305"/>
		<updated>2024-11-29T23:27:48Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Support Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 2 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary 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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal1={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Sapper (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{HEAT Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Acid Tech (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being supporting and repairing mechanical units on the field. Additionally, they possess the ability to remove Thinmen Acid debuff by moving to or performing actions next to affected units. Naturally, with perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers are extremely proficient defensive supporters.&lt;br /&gt;
&lt;br /&gt;
On offensive front, they can support the squad using &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; giving whole team aim bonuses. Furthermore, rare &#039;&#039;&#039;Acid Tech&#039;&#039;&#039; perk is both offensive and defensive tool that works on both bio and mech aliens. On its own Engineers can be built into mech counter as several of their perks are targeting mechanical units through increased accuracy or damage. Alternatively, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; route offers strong AOE damage capabilities, but once spent, Engineer will have little to offer on offensive front.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews most of the Engineer&#039;s offensive potential for a dedicated support specialist. It focuses on the use of reaction immune support grenades such as Smoke, Concussion, or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing 60 total defense to physical and psionic attacks as well as critical hit immunity. &#039;&#039;Holo Rounds&#039;&#039; enhances your squad&#039;s ability to focus fire on important targets. &#039;&#039;Mechanic&#039;&#039; cleanses corrosion, and repairs SHIVs and mechs. Overall this is a very specialized build that has no offensive power of its own but provides a reliable suite of utility that will help keep a squad safe in dire situations. Even more support options can be achieved through either Officer or Psi training for more utility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Acid Tech (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault Rifle/Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion grenades, Acid grenades, Alien Trophy&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* As with other support and grenadier builds, this build is a good candidate for officer training to provide additional support when support grenades are expended, unusuable, or not worth using. Psi training unlocks Psi Grenades/Psi Frayer as options, but Engineers do not gain any multipliers for their will growth and will be difficult to train.&lt;br /&gt;
* At SGT, Critical System Targeting can be chosen to hybridize this build for Anti-mech specialization.&lt;br /&gt;
* Engineers and SHIVs/MECs work very well with each other thanks to Mechanic. This build has very little shooting responsibilities, and is uniquely capable of babysitting your mechs.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineer&#039;s explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Ranger&#039;&#039; or &#039;&#039;Sapper&#039;&#039; combined with &#039;&#039;Tandem Warheads&#039;&#039; and &#039;&#039;HEAT Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Sapper or Ranger-&amp;gt; Tandem Warheads -&amp;gt; Master Mechanic -&amp;gt; HEAT Warheads or Packmaster -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sapper (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tandem Warheads (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades, Mobility-increasers&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The choice between Sapper and Ranger is mostly one of flexibility; &#039;&#039;Sapper&#039;&#039; grants more damage (including to the environment) than Ranger, while Ranger increases throw range and mobility, effectively increasing range.&lt;br /&gt;
* At SGT, Critical System Targeting can be chosen to hybridize this build for Anti-mech specialization at the cost of grenade reliability.&lt;br /&gt;
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusable, or not worth using.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early penetration/accuracy boost from &#039;&#039;Double Tap&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively to deliver two flanking shots to an unwary alien. &#039;&#039;Critical System Targeting&#039;&#039; and a potential &#039;&#039;Acid Tech&#039;&#039; means that this build tends to focus on handling Mechs. This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds -&amp;gt; Critical System Targeting -&amp;gt; Master Mechanic -&amp;gt; Bring &#039;Em On or Acid Tech -&amp;gt; Lock N&#039; Load&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Acid Tech (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Ammo-increasers, Damage-increasers, Special Ammo&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* On close quarters maps this build can choose to use a shotgun, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe.&lt;br /&gt;
* At CPL, Holo Rounds gives +15 aim and +1 pen to your second DT shot (+20 aim on the same target), while Ranger provides +1 damage to every shot.&lt;br /&gt;
* At GSGT you get the choice between BeO for raw damage and graze chance or &#039;&#039;Acid Tech&#039;&#039; to further reinforce your anti-mech role by spreading corrosion (although this is useful against high armor aliens like Mutons too).&lt;br /&gt;
* None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine for their general benefits to offense and/or defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120304</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120304"/>
		<updated>2024-11-29T23:22:39Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120303</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120303"/>
		<updated>2024-11-29T23:14:40Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* On The Ready Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper Rifle. Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120302</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120302"/>
		<updated>2024-11-29T23:11:32Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* On The Ready Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and they eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120301</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120301"/>
		<updated>2024-11-29T23:02:04Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* On The Ready Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least, and the secondary gains +4 crit damage. Excellent with autopistol. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120300</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120300"/>
		<updated>2024-11-29T22:59:03Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* On The Ready Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===On The Ready Sniper===&lt;br /&gt;
Overwatch Sniper&lt;br /&gt;
&lt;br /&gt;
The Overwatch sniper is the most flexible and mobile build for the sniper rifle, but it sacrifices the safety of Squadsight and the ability to choose your target. On the Ready snipers require little setup to start shooting twice per turn, and eliminate downtime by allowing you to shoot every turn after either a dash or a reload. Combined with gene mods and equipment that enhances reaction shots, the On The Ready sniper provides a significant and consistent increase in a squad&#039;s damage over time. This build also requires the least aim, as targets caught by a reaction shot have decreased defense and DR from cover. Lastly, it is important to note that this build will need a reliable source of clearing or avoiding enemy overwatch to work.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{On The Ready (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Opportunist (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Prediction Computer, Aim/Crit/Damage-increasers &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifles are usable, but don&#039;t give much extra flexibility as compared to the flexibility On The Ready already provides.&lt;br /&gt;
*This sniper is an ideal gene soldier. PTracking, Adrenaline Neurosympathy, and Enhanced Metabolism make this build stronger.&lt;br /&gt;
*At SGT, Both Ranger and Shadowstep turn the sniper&#039;s secondary into a quite potent weapon on standard shots and reaction shots. Both can benefit from many of the Sniper&#039;s perks including OTR, Opportunist, VPT, Impact, and EC. &lt;br /&gt;
**Shadowstep gives an easy retreat option for the build using Squadsight the least. &lt;br /&gt;
**Ranger gives a +1 damage boost and grants pistol aim at long range.&lt;br /&gt;
*At GSGT, Impact gives +1 pen and allows you to clear your own overwatch, VPT makes reaction shots much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120299</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120299"/>
		<updated>2024-11-29T21:50:09Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* In The Zone Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. Its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening or killing two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls, since second shot of double tap has significant aim/crit bonus. That said, one needs to be careful with ammo usage as Sniper Rifle has 3 ammo and ideally you want to have 2 ammo every time &#039;&#039;Double Tap&#039;&#039; is available. &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage-wise (when equipped with High Cap Mags or Kitted). It also works with secondaries, making pistols quite potent in a pinch.&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Any -&amp;gt; Ranger -&amp;gt; Precision Shot -&amp;gt; Any -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Like on ItZ Snipers, several ranks have wide perk choices:&lt;br /&gt;
**At CPL, Disabling Shot does not work when Double Tap is activated, but it works on standard shots. Kitted + an ammo item lets you double shoot -&amp;gt; shoot -&amp;gt; double shoot due to having 5 ammo, and Sharpshooter is a generic aim increase to help with reliability.&lt;br /&gt;
**At GSGT, Impact gives you a bit of utility and damage, VPT makes Strike Rifle or Autopistol flanks much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
**At MSGT, EC lets you position more flexibly while also having a small free action chance that works well with Double Tap&#039;s multiple shots, and Lone Wolf is a generic stat-increaser that can increase your lethality.&lt;br /&gt;
*Ranger turns your Autopistol into a quite potent weapon, as it can benefit from many of the Sniper&#039;s perks including Double Tap, VPT, Impact, EC, and Lone Wolf.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120298</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120298"/>
		<updated>2024-11-29T21:47:44Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* In The Zone Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Any -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Any -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, and also eliminates the need for extra ammo from an item. Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. Its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening or killing two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls, since second shot of double tap has significant aim/crit bonus. That said, one needs to be careful with ammo usage as Sniper Rifle has 3 ammo and ideally you want to have 2 ammo every time &#039;&#039;Double Tap&#039;&#039; is available. &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage-wise (when equipped with High Cap Mags or Kitted). It also works with secondaries, making pistols quite potent in a pinch.&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Any -&amp;gt; Ranger -&amp;gt; Precision Shot -&amp;gt; Any -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Like on ItZ Snipers, several ranks have wide perk choices:&lt;br /&gt;
**At CPL, Disabling Shot does not work when Double Tap is activated, but it works on standard shots. Kitted + an ammo item lets you double shoot -&amp;gt; shoot -&amp;gt; double shoot due to having 5 ammo, and Sharpshooter is a generic aim increase to help with reliability.&lt;br /&gt;
**At GSGT, Impact gives you a bit of utility and damage, VPT makes Strike Rifle or Autopistol flanks much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
**At MSGT, EC lets you position more flexibly while also having a small free action chance that works well with Double Tap&#039;s multiple shots, and Lone Wolf is a generic stat-increaser that can increase your lethality.&lt;br /&gt;
*Ranger turns your Autopistol into a quite potent weapon, as it can benefit from many of the Sniper&#039;s perks including Double Tap, VPT, Impact, EC, and Lone Wolf.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120297</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120297"/>
		<updated>2024-11-29T21:46:45Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* In The Zone Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Any -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Any -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, Kitted eliminates the need for extra ammo from an item, and Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. Its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening or killing two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls, since second shot of double tap has significant aim/crit bonus. That said, one needs to be careful with ammo usage as Sniper Rifle has 3 ammo and ideally you want to have 2 ammo every time &#039;&#039;Double Tap&#039;&#039; is available. &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage-wise (when equipped with High Cap Mags or Kitted). It also works with secondaries, making pistols quite potent in a pinch.&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Any -&amp;gt; Ranger -&amp;gt; Precision Shot -&amp;gt; Any -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Like on ItZ Snipers, several ranks have wide perk choices:&lt;br /&gt;
**At CPL, Disabling Shot does not work when Double Tap is activated, but it works on standard shots. Kitted + an ammo item lets you double shoot -&amp;gt; shoot -&amp;gt; double shoot due to having 5 ammo, and Sharpshooter is a generic aim increase to help with reliability.&lt;br /&gt;
**At GSGT, Impact gives you a bit of utility and damage, VPT makes Strike Rifle or Autopistol flanks much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
**At MSGT, EC lets you position more flexibly while also having a small free action chance that works well with Double Tap&#039;s multiple shots, and Lone Wolf is a generic stat-increaser that can increase your lethality.&lt;br /&gt;
*Ranger turns your Autopistol into a quite potent weapon, as it can benefit from many of the Sniper&#039;s perks including Double Tap, VPT, Impact, EC, and Lone Wolf.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120296</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=120296"/>
		<updated>2024-11-29T21:44:04Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Magnum Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Sniper Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth:&#039;&#039;&#039; Aim x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Magnum (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{On The Ready (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Shadowstep (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and On The Ready are good choices for taking multiple shots per turn, but the additional damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with On The Ready and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at range, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticeably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky free action can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Any -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Any -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages movement. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags (if Kitted wasn&#039;t taken), Aim-increaser, Bipod, Damage boosters, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Several ranks have a wide perk choice for the build:&lt;br /&gt;
**At CPL, A steadied Disabling Shot is nearly guaranteed so it can be a useful utility, Kitted eliminates the need for extra ammo from an item, and Sharpshooter is a straightforward aim increase that is relevant for most of your shots.&lt;br /&gt;
**At SGT, Executioner makes your main shots more reliable while Ranger gives you a little bit of everything and a significantly better secondary weapon to use while on the move.&lt;br /&gt;
**At GSGT, Impact gives overwatch-clearing utility and a bit of damage, Vital Point Targeting gives your initial steadied shot 30% more damage, and Bring &#039;Em On is a damage/survivability increase that becomes better when the situation gets worse.&lt;br /&gt;
**At MSGT, Extra Conditioning gives you a little bit of flexibility and a precious free action chance, but Lone Wolf is a generic stat-increasing perk.&lt;br /&gt;
&lt;br /&gt;
===Magnum Sniper===&lt;br /&gt;
The Magnum Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target, steady their weapon, or enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high instant damage on the normal shot (+80% from &#039;&#039;Magnum&#039;&#039;). Steadying offers more aim and pen but delays a turn. Overwatch sacrifices crits and the ability to pick a specific target for cover bypassing and a potential second shot from psionics or gene mods. Due to the inability of this build to fire more than once per turn outside of Inner Fire or Enhanced Metabolism, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target. &#039;&#039;Magnum&#039;&#039; also affects the soldier&#039;s sidearm, giving them a potent secondary to use when on the move (if using a sniper rifle) or at close range.&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Magnum (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper or Strike Rifle. Sniper rifles for more damage and penetration; Strike rifles for more flexibility and maneuverability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, Special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Strike Rifle users will value Shadowstep a lot more due to the extra crit damage after moving, extra movement, and ability to avoid being locked down by enemy reaction fire&lt;br /&gt;
*Impact pairs well with Shadowstep to remove Overwatch without consumables, VPT will increase damage significantly against biological targets while on Overwatch or flanking, and BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. Its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening or killing two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls, since second shot of double tap has significant aim/crit bonus. That said, one needs to be careful with ammo usage as Sniper Rifle has 3 ammo and ideally you want to have 2 ammo every time &#039;&#039;Double Tap&#039;&#039; is available. &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage-wise (when equipped with High Cap Mags or Kitted). It also works with secondaries, making pistols quite potent in a pinch.&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Any -&amp;gt; Ranger -&amp;gt; Precision Shot -&amp;gt; Any -&amp;gt; Any&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}} {{Sharpshooter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Impact (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Lone Wolf (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Aim-increaser, Damage boosters, special ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Like on ItZ Snipers, several ranks have wide perk choices:&lt;br /&gt;
**At CPL, Disabling Shot does not work when Double Tap is activated, but it works on standard shots. Kitted + an ammo item lets you double shoot -&amp;gt; shoot -&amp;gt; double shoot due to having 5 ammo, and Sharpshooter is a generic aim increase to help with reliability.&lt;br /&gt;
**At GSGT, Impact gives you a bit of utility and damage, VPT makes Strike Rifle or Autopistol flanks much more potent, and BeO is a generic damage/survivability increase (but only for the primary weapon).&lt;br /&gt;
**At MSGT, EC lets you position more flexibly while also having a small free action chance that works well with Double Tap&#039;s multiple shots, and Lone Wolf is a generic stat-increaser that can increase your lethality.&lt;br /&gt;
*Ranger turns your Autopistol into a quite potent weapon, as it can benefit from many of the Sniper&#039;s perks including Double Tap, VPT, Impact, EC, and Lone Wolf.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=120295</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=120295"/>
		<updated>2024-11-29T21:37:54Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Battle Scanner&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Kitted (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated enemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Kitted or Ranger -&amp;gt; Tinker -&amp;gt; Concealment -&amp;gt; Disabling Shot or Shadowstep -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Kitted (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle or Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren&#039;t in range, or simply aren&#039;t worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; (or longer with &#039;&#039;Precision Shot&#039;&#039;) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate Overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot or Shadowstep or Disabling Shot -&amp;gt; Aggression or Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}} {{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* &#039;&#039;Shadowstep&#039;&#039; allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when on the retreat or attempting a flank. If you aren&#039;t concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.&lt;br /&gt;
* At MSGT, you can choose to focus on more raw damage through &#039;&#039;Aggression&#039;&#039; or a further increased multi-shot chance and some nice stats from &#039;&#039;Extra Conditioning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger or Snapshot -&amp;gt; Vital Point Targeting or Impact -&amp;gt; Concealment -&amp;gt; Any -&amp;gt; Extra Conditioning or Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}} {{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* Each weapon choice fulfills a different role on the team:&lt;br /&gt;
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don&#039;t necessarily need to bring extra mobility items due to the SMG&#039;s bonus.&lt;br /&gt;
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun&#039;s mobility penalty so that you can get in and get out.&lt;br /&gt;
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special &#039;&#039;Shot&#039;&#039; at GSGT to benefit this weapon choice, but you&#039;ll lock yourself into Strike Rifles as a result.&lt;br /&gt;
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.&lt;br /&gt;
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(LWR)&amp;diff=120294</id>
		<title>Goliath (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Goliath_(LWR)&amp;diff=120294"/>
		<updated>2024-11-29T21:18:55Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Double Tap Goliath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Goliath (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Goliath&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Gunner&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; classes. A Goliath is designed to be a human tank. They have an unsurpassed selection of defensive perks. Their selection of offensive perks is a bit lacking.&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x3.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentry (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Double Tap (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Grit (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Fortified (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Blast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Reactive Targeting Sensors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Dampening Shield (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
With the highest HP progression and plethora of defensive perks, the Goliath acts as a front-line bullet sponge for the rest of the team. With the &#039;&#039;Absorption Fields&#039;&#039; perk as the first perk to be available, the Goliath is able to heavily reduce any damage that it receives, giving it much more leeway to utilize whatever offense it specialized into. At TSGT he  gets &#039;&#039;Dampening Shield&#039;&#039; which makes goliath more resistant to range shots, something that alien Outsiders are known for in LWR. You may want to keep some distance between him and aliens for maximum tanking benefits. There are couple of ways for aliens to kill Goliath, the main one being &#039;&#039;Critical System Targeting&#039;&#039; hits. Certain alien leaders possess this perk so treat them with respect. Critical hits can hurt Goliath so either pick &#039;&#039;Fortified&#039;&#039; or be in OFA. Critical hit + &#039;&#039;Critical System Targeting&#039;&#039; is the way you can actually lose Goliath. And lastly, in endgame, mind control is dangerous, as well as Sectopod cannons.&lt;br /&gt;
&lt;br /&gt;
Goliath&#039;s most natural build is perhaps Grenadier, since he can tank in OFA while doing lots of damage. Goliath grenades are most damaging when he gets all the perks.&lt;br /&gt;
&lt;br /&gt;
He can also choose to go &#039;&#039;Sentry&#039;&#039; route, potentially firing three times per round. He is not in OFA but gets hefty +%DR bonus. &#039;&#039;Sentry&#039;&#039; shots do not have extra aim or critical, so it is perhaps best paired with &#039;&#039;Reactive Targeting Sensors&#039;&#039; which gives +40 aim. &#039;&#039;Reactive Targeting Sensors&#039;&#039; will interrupt overwatch, which is somewhat anti-synergystic, but Goliath usually does not have enough ammo or can&#039;t hit all overwatch  shots anyway. &#039;&#039;Lock &#039;n Load&#039;&#039; is alternative to rely more on overwatch.&lt;br /&gt;
&lt;br /&gt;
Another option for Goliath is &#039;&#039;Double tap&#039;&#039; -&amp;gt; &#039;&#039;Critical System Targeting&#039;&#039; build, excellent especially in first parts of the game. This Goliath can handle Cyberdisks and Mechtoids quite well when XCOM is limited with options. He does not want to be in OFA and has to reload so this is the least tanky build.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
All Goliath builds are inherently quite tanky due to &#039;&#039;Absorption Fields&#039;&#039; and &#039;&#039;Kinetic Dampening&#039;&#039;, but they all focus on different skills and have different levels of bulk.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Goliath===&lt;br /&gt;
&lt;br /&gt;
The Grenadier Goliath acts like a literal tank; it shoots explosives at enemies while being very hard to kill. It wants to set up somewhere close to the action with &#039;&#039;One for All&#039;&#039; and then lob grenades turn after turn as needed. Even when out of grenades, this build can hold ground effectively due to how tanky it is.&lt;br /&gt;
Try not to get hit while in OFA since it does not pick &#039;&#039;Fortified&#039;&#039;. It does more grenade damage then Shogun MEC, but has limited range.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Grit -&amp;gt; Danger Zone -&amp;gt; Kinetic Dampening -&amp;gt; Repair Servos or Tandem Warheads -&amp;gt; Fragmentation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Blast (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Grenade Launcher, Gravity Mine, Heavy MEC Suit, Survivability-increasers&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Because you&#039;ll be in &#039;&#039;One for All&#039;&#039; most of the time, a Heavy MEC Suit will perform best.&lt;br /&gt;
* Grenadier only affects Grenade Launchers and Gravity Mines, so those are the equipment of choice.&lt;br /&gt;
* At GSGT, &#039;&#039;Tandem Warheads&#039;&#039; is the default choice that makes your explosives better, but &#039;&#039;Repair Servos&#039;&#039; can be chosen instead to leverage the Goliath&#039;s tankiness more.&lt;br /&gt;
&lt;br /&gt;
===Sentry Goliath===&lt;br /&gt;
&lt;br /&gt;
The Sentry Goliath acts as a tank and damage hybrid, leveraging the combination of &#039;&#039;Sentry&#039;&#039; and &#039;&#039;Reactive Targeting Sensors&#039;&#039; to safely enter &#039;&#039;One for All&#039;&#039; while taking shots in the process. The build wants to control space with overwatch and go in somewhat close to aliens to force their attention and utilize &#039;&#039;Reactive Targeting Sensors&#039;&#039;. Sentry overwatch shots do not have aim and crit bonuses, ammo being the issue as well, so this Goliath relies on big gun and &#039;&#039;Reactive Targeting Sensors&#039;&#039; accuracy to deal consistent damage. Getting in close also leads to potential flanking opportunities and using weapons like Flamethrower or Grenade Launcher as well. &lt;br /&gt;
&lt;br /&gt;
Sample Sentry Build:&lt;br /&gt;
&#039;&#039;Sentry -&amp;gt; Fortified or Grit -&amp;gt; Reactive Targeting Sensors -&amp;gt; Kinetic Dampening -&amp;gt; Repair Servos -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentry (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fortified (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Reactive Targeting Sensors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Restorative Mist, Kinetic Strike Module, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Due to actively drawing fire to utilize &#039;&#039;Sentry&#039;&#039; and &#039;&#039;Reactive Targeting Sensors&#039;&#039;, a Heavy MEC Suit is highly recommended.&lt;br /&gt;
* Restorative Mist is solid on any tank MEC, and Sentry Goliaths are no exception.&lt;br /&gt;
* Kinetic Strike Module gives you a solid method of doing damage when out of ammo or when conserving ammo is important.&lt;br /&gt;
* At CPL, &#039;&#039;Fortified&#039;&#039; will keep you safer for the &#039;&#039;RTS&#039;&#039; shot and prevents panic from messing up your plans, while &#039;&#039;Grit&#039;&#039; is better for tanking once already in &#039;&#039;OfA&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Goliath===&lt;br /&gt;
&lt;br /&gt;
The Double Tap Goliath is about as simple as a MEC can get: it shoots things for high damage, and can take some hits in return. Its damage can rival the likes of a Rapid Fire Jaeger when up against mechanical enemies, but big guns are going to hurt regardless of target type. This build notably suffers from mediocre aim, so close range and flanks are recommended. GSGT rank brings interesting choice of &#039;&#039;Repair Servos&#039;&#039; vs &#039;&#039;Holo Rounds&#039;&#039;, both having advantages in different situations. Killing faster with &#039;&#039;Holo Rounds&#039;&#039; reduces the need for &#039;&#039;Repair Servos&#039;&#039;, but if the Goliath comes under fire, commander will be happy to have picked up the defensive option.&lt;br /&gt;
&lt;br /&gt;
Sample Shooter Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Critical System Targeting or Fortified -&amp;gt; Lock N&#039; Load -&amp;gt; Kinetic Dampening -&amp;gt; Repair Servos or Holo Rounds -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fortified (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Kinetic Dampening (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Repair Servos (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Any MEC equipment, Heavy MEC Suit, Aim-increasers, Damage-increasers, Survivability-increasers&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* A Heavy MEC Suit will benefit this build significant, as the Goliath&#039;s default bulk from &#039;&#039;Absorption Fields&#039;&#039; and &#039;&#039;Kinetic Dampening&#039;&#039; pair nicely with the high survivability of a Heavy MEC suit.&lt;br /&gt;
** A Light MEC Suit can be used if mobility is a concern, however.&lt;br /&gt;
* All MEC equipment works fairly well for this build:&lt;br /&gt;
** Grenade Launchers, Gravity Mines, Flamethrowers, and Electropulse all give you effective options to use for AoE damage or when hit chances are low, and bring some utility to boot.&lt;br /&gt;
** Restorative Mist is nice for any MEC that is going to be drawing fire, and because of the Goliath&#039;s aim, they will often have to be close to their enemies.&lt;br /&gt;
** Kinetic Strike Module is an effective option to use against any high DR targets or on &#039;&#039;Double Tap&#039;s&#039;&#039; cooldown turn.&lt;br /&gt;
* This build can choose to specialize more in bulk or damage:&lt;br /&gt;
** At CPL, &#039;&#039;Critical System Targeting&#039;&#039; is incredible against most mechanical enemies, but &#039;&#039;Fortified&#039;&#039; offers more durability in combat&lt;br /&gt;
** At GSGT, &#039;&#039;Repair Servos&#039;&#039; significantly improves your longevity when it comes to tanking hits, but sacrifices potential damage and team utility&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shogun_(LWR)&amp;diff=120293</id>
		<title>Shogun (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shogun_(LWR)&amp;diff=120293"/>
		<updated>2024-11-29T21:08:12Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Hit and Run (Shooter) Shogun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;Shogun&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shogun&#039;&#039;&#039; is the MEC variant of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; and &#039;&#039;&#039;Medic&#039;&#039;&#039; classes.&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Aim x2, HP x2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Collateral Damage (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Gattler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Hit and Run (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Jetboot Module (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Sapper (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Fortified (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Bullseye (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Grit (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&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 their signature &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability (and potentially grenades), while creating space as a tank or navigating through occupied space as a &#039;&#039;Hit and Run&#039;&#039; shooter. He is capable of causing significant amounts of damage in large radius, outmatching anything Engineer and Medic bio classes are capable of. This is perhaps single most unique advantage that Shogun brings to the team; &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; is one of the best counter to flying units in the game. It destroys targets on ground as well, but damage will be reduced by cover DR. If you manage to destroy cover, rest of the squad can pick up aliens with easy critical hits.&lt;br /&gt;
&lt;br /&gt;
Shoguns have another strength in solid utility from equipment, with &#039;&#039;&#039;Packmaster&#039;&#039;&#039; giving them more uses of Restorative Mist and explosives. This makes them quite versatile overall, much like the classes they&#039;re augmented from. In a sense, well built Shogun is all-in-one Engineer, Medic and Rocketeer package.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Tank Shogun===&lt;br /&gt;
&lt;br /&gt;
Tank Shoguns are effective tanks that can occasionally deal tons of damage.  In &#039;&#039;Absorption Fields&#039;&#039;, &#039;&#039;Repair Servos&#039;&#039;, &#039;&#039;Grit&#039;&#039;, &#039;&#039;Extra Conditioning&#039;&#039;, and potentially &#039;&#039;Fortified&#039;&#039;, the Shogun has almost every tank perk it could ask for. Damage is done by using &#039;&#039;Hit and Run&#039;&#039; shot or &#039;&#039;Collateral Damage&#039;&#039;, after which you can enter &#039;&#039;One for All&#039;&#039;. Both of these abilities are somewhat conditional, so potentially Shogun might have to spend an action going into OFA. That is often the cause with other MEC as well, so its not an issue. As a tank, Goliath is potentially more durable, but then he lacks utility and offensive that Shogun offers.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Fortified or Hit and Run -&amp;gt; Absorption Fields -&amp;gt; Repair Servos -&amp;gt; Packmaster -&amp;gt; Gattler or Grit -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fortified (LWR)|align=center|topbotpad=7}} {{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Restorative Mist, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* A heavy MEC suit is recommended considering the point of this build is to take enemy fire.&lt;br /&gt;
* Most MEC equipment isn&#039;t as useful for this build as Shoguns have no shortcuts for entering &#039;&#039;One for All&#039;&#039;. Restorative Mist and Grenade Launchers work well with &#039;&#039;Packmaster&#039;&#039;.&lt;br /&gt;
** Fortified opens up flexibility somewhat as the crit immunity makes you safer while not in &#039;&#039;One for All&#039;&#039;; in this case, take whichever other equipment is preferred.&lt;br /&gt;
* Unlike most other builds, the LCPL perk is actually the flexible one for a Tank Shogun.&lt;br /&gt;
** Fortified is as simple as it gets, making you tankier, especially outside of &#039;&#039;One for All&#039;&#039;.&lt;br /&gt;
** Hit and Run can be used to take a shot at something before activating &#039;&#039;One for All&#039;&#039;, giving this build much more of an offensive presence.&lt;br /&gt;
* If you have an Engineer on hand to keep the Shogun topped off anyways, taking &#039;&#039;Gattler&#039;&#039; over &#039;&#039;Grit&#039;&#039; at GSGT may give your Shogun some extra teeth while not being that much less tanky.&lt;br /&gt;
* An officer can be used to make up for this build&#039;s lack of action economy at times, letting it use offensive actions before being commanded to use &#039;&#039;One for All&#039;&#039;.&lt;br /&gt;
*Shogun likely always wants to bring &#039;&#039;&#039;Heavy Mags&#039;&#039;&#039; to maximize its &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run (Shooter) Shogun===&lt;br /&gt;
&lt;br /&gt;
Hit and Run Shoguns (that specialize in shooting) act a lot like their scout equivalent, taking high damage shots at an enemy before ducking out of sight afterwards. With the high mobility of a light MEC suit and the accuracy of &#039;&#039;Bullseye&#039;&#039;, this build is safe and consistent in what it does, although its damage may feel lacking at times (compared to options like Jaeger). Unlike Jaeger, Shogun can move out of danger, or towards better position to either do more damage or help the squad with his utilities. &lt;br /&gt;
&lt;br /&gt;
At CPL perk there is important choice to be made: &#039;&#039;Vital Point Targeting&#039;&#039; is significant boost to the build&#039;s damage, while &#039;&#039;Jetboot Module&#039;&#039; sacrifices that aspect for movement flexibility. This is valid choice because Shogun can always deal large amount of damage by using &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;. Extra mobility helps both his damage and utility aspect. Shogun is exceptional user of both Restorative Mist and Grenade Launchers for AOE damage and thus can fulfill more than one role in the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Shooter Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Vital Point Targeting or Jetboot Module -&amp;gt; Bullseye -&amp;gt; Packmaster -&amp;gt; Gattler or Grit -&amp;gt; Snapshot or Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Snapshot (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR) |align =center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Any MEC Equipment, Light MEC Suit, Damage-increasers, Aim-increasers, Ammo-increasers&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* A light MEC suit is recommended to leverage the high mobility of &#039;&#039;Hit and Run&#039;&#039;.&lt;br /&gt;
* As this build focuses primarily on direct shooting each turn, most MEC equipment will be reserved for situational use, so pick whichever suits your needs.&lt;br /&gt;
* A few ranks have varied perk choices:&lt;br /&gt;
** At CPL, &#039;&#039;Vital Point Targeting&#039;&#039; is a significant damage amp against biologicals, while &#039;&#039;Jetboot Module&#039;&#039; lets you push the high mobility of &#039;&#039;Hit and Run&#039;&#039; even further.&lt;br /&gt;
** At GSGT, &#039;&#039;Gattler&#039;&#039; is likely the default choice as it gives you a potent AoE attack that can come in handy against swarms or hard to hit enemies, but &#039;&#039;Grit&#039;&#039; is completely passive and may occasionally save your life.&lt;br /&gt;
** At MSGT, &#039;&#039;Snapshot&#039;&#039; pairs well with &#039;&#039;Bullseye&#039;&#039;, while &#039;&#039;Extra Conditioning&#039;&#039; gives you even more mobility and a free action chance that works well with &#039;&#039;Hit and Run&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; constantly giving you opportunities to get one.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Shogun===&lt;br /&gt;
&lt;br /&gt;
Grenadier Shoguns act like mortars, being pretty easy to take down, but highly effective when set up in a safe position, raining down fire from afar. They have much more range than Goliaths, but a bit less grenade damage. Additionally, their grenadier perks are conflicting with tanking perks. Still when &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; comes online, Shogun will most likely seriously outmatch Goliath in damage dealing aspect. Due to &#039;&#039;Packmaster&#039;&#039;, Shogun will have an extra grenade and with Restorative Mist he is strong source of healing for the squad. Once out of grenades and heals this build will suffer, so some consideration should be taken to maximize the damage of explosives. If you are concerned about that aspect, &#039;&#039;Gattler&#039;&#039; will decrease cooldown on &#039;&#039;Collateral Damage&#039;&#039; which will keep Shogun relevant on very long missions as well.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Jetboot Module -&amp;gt; Sapper -&amp;gt; Packmaster -&amp;gt; Gattler or Fragmentation -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Grenade Launcher, Gravity Mines, Any MEC Suit, Ammo-increasers, Damage-increasers (AP ammo)&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Either MEC suit can work decently for this build; light MEC suits make it easier to get into position, while heavy MEC suits protect you more when already in position and are more useful overall once out of explosives.&lt;br /&gt;
* At GSGT, &#039;&#039;Fragmentation&#039;&#039; is the default choice that makes your explosives better against most biological enemies, but &#039;&#039;Gattler&#039;&#039; upgrades your &#039;&#039;Collateral Damage&#039;&#039; to serve as an effective backup for when out of explosives or movement is required.&lt;br /&gt;
* AP ammo affects &#039;&#039;Collateral Damage&#039;&#039; as well, making it (and the Gauss weapon it requires) a significant damage increase, especially through cover.&lt;br /&gt;
* Heavy Mags is recommended item to increase &#039;&#039;Collateral Damage&#039;&#039; effectiveness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shogun_(LWR)&amp;diff=120292</id>
		<title>Shogun (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shogun_(LWR)&amp;diff=120292"/>
		<updated>2024-11-29T21:05:56Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Hit and Run (Shooter) Shogun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Class Shogun (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;Shogun&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shogun&#039;&#039;&#039; is the MEC variant of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; and &#039;&#039;&#039;Medic&#039;&#039;&#039; classes.&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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: Aim x2, HP x2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Collateral Damage (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Gattler (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Hit and Run (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Absorption Fields (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Jetboot Module (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Sapper (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Fortified (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Bullseye (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Repair Servos (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Grit (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{ Fragmentation (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&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 their signature &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability (and potentially grenades), while creating space as a tank or navigating through occupied space as a &#039;&#039;Hit and Run&#039;&#039; shooter. He is capable of causing significant amounts of damage in large radius, outmatching anything Engineer and Medic bio classes are capable of. This is perhaps single most unique advantage that Shogun brings to the team; &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; is one of the best counter to flying units in the game. It destroys targets on ground as well, but damage will be reduced by cover DR. If you manage to destroy cover, rest of the squad can pick up aliens with easy critical hits.&lt;br /&gt;
&lt;br /&gt;
Shoguns have another strength in solid utility from equipment, with &#039;&#039;&#039;Packmaster&#039;&#039;&#039; giving them more uses of Restorative Mist and explosives. This makes them quite versatile overall, much like the classes they&#039;re augmented from. In a sense, well built Shogun is all-in-one Engineer, Medic and Rocketeer package.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Tank Shogun===&lt;br /&gt;
&lt;br /&gt;
Tank Shoguns are effective tanks that can occasionally deal tons of damage.  In &#039;&#039;Absorption Fields&#039;&#039;, &#039;&#039;Repair Servos&#039;&#039;, &#039;&#039;Grit&#039;&#039;, &#039;&#039;Extra Conditioning&#039;&#039;, and potentially &#039;&#039;Fortified&#039;&#039;, the Shogun has almost every tank perk it could ask for. Damage is done by using &#039;&#039;Hit and Run&#039;&#039; shot or &#039;&#039;Collateral Damage&#039;&#039;, after which you can enter &#039;&#039;One for All&#039;&#039;. Both of these abilities are somewhat conditional, so potentially Shogun might have to spend an action going into OFA. That is often the cause with other MEC as well, so its not an issue. As a tank, Goliath is potentially more durable, but then he lacks utility and offensive that Shogun offers.&lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Fortified or Hit and Run -&amp;gt; Absorption Fields -&amp;gt; Repair Servos -&amp;gt; Packmaster -&amp;gt; Gattler or Grit -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Fortified (LWR)|align=center|topbotpad=7}} {{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Absorption Fields (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Repair Servos (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Restorative Mist, Heavy MEC Suit, Survivability-increasers, Ammo-increasers, Damage-increasers&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* A heavy MEC suit is recommended considering the point of this build is to take enemy fire.&lt;br /&gt;
* Most MEC equipment isn&#039;t as useful for this build as Shoguns have no shortcuts for entering &#039;&#039;One for All&#039;&#039;. Restorative Mist and Grenade Launchers work well with &#039;&#039;Packmaster&#039;&#039;.&lt;br /&gt;
** Fortified opens up flexibility somewhat as the crit immunity makes you safer while not in &#039;&#039;One for All&#039;&#039;; in this case, take whichever other equipment is preferred.&lt;br /&gt;
* Unlike most other builds, the LCPL perk is actually the flexible one for a Tank Shogun.&lt;br /&gt;
** Fortified is as simple as it gets, making you tankier, especially outside of &#039;&#039;One for All&#039;&#039;.&lt;br /&gt;
** Hit and Run can be used to take a shot at something before activating &#039;&#039;One for All&#039;&#039;, giving this build much more of an offensive presence.&lt;br /&gt;
* If you have an Engineer on hand to keep the Shogun topped off anyways, taking &#039;&#039;Gattler&#039;&#039; over &#039;&#039;Grit&#039;&#039; at GSGT may give your Shogun some extra teeth while not being that much less tanky.&lt;br /&gt;
* An officer can be used to make up for this build&#039;s lack of action economy at times, letting it use offensive actions before being commanded to use &#039;&#039;One for All&#039;&#039;.&lt;br /&gt;
*Shogun likely always wants to bring &#039;&#039;&#039;Heavy Mags&#039;&#039;&#039; to maximize its &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
===Hit and Run (Shooter) Shogun===&lt;br /&gt;
&lt;br /&gt;
Hit and Run Shoguns (that specialize in shooting) act a lot like their scout equivalent, taking high damage shots at an enemy before ducking out of sight afterwards. With the high mobility of a light MEC suit and the accuracy of &#039;&#039;Bullseye&#039;&#039;, this build is safe and consistent in what it does, although its damage may feel lacking at times (compared to options like Jaeger). Unlike Jaeger, Shogun can move out of danger, or towards better position to either do more damage or help the squad with his utilities. &lt;br /&gt;
&lt;br /&gt;
At CPL perk there is important choice to be made: &#039;&#039;Vital Point Targeting&#039;&#039; is significant boost to the build&#039;s damage, while &#039;&#039;Jetboot Module&#039;&#039; sacrifices that aspect for movement flexibility. This is valid choice because Shogun can always deal large amount of damage by using &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;. Extra mobility helps both his damage and utility aspect. Shogun is exceptional user of both Restorative Mist and Grenade Launchers for AOE damage and thus can fulfill more than one role in the squad.&lt;br /&gt;
&lt;br /&gt;
Sample Shooter Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Vital Point Targeting or Jetboot Module -&amp;gt; Bullseye -&amp;gt; Packmaster -&amp;gt; Gattler or Grit -&amp;gt; Snapshot or Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Snapshot (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR) |align =center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Any MEC Equipment, Light MEC Suit, Damage-increasers, Aim-increasers, Ammo-increasers&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* A light MEC suit is recommended to leverage the high mobility of &#039;&#039;Hit and Run&#039;&#039;.&lt;br /&gt;
* As this build focuses primarily on direct shooting each turn, most MEC equipment will be reserved for situational use, so pick whichever suits your needs.&lt;br /&gt;
* A few ranks have varied perk choices:&lt;br /&gt;
** At CPL, &#039;&#039;Vital Point Targeting&#039;&#039; is a significant damage amp against biologicals, while &#039;&#039;Jetboot Module&#039;&#039; lets you push the high mobility of &#039;&#039;Hit and Run&#039;&#039; even further.&lt;br /&gt;
** At GSGT, &#039;&#039;Gattler&#039;&#039; is likely the default choice as it gives you a potent AoE attack that can come in handy against swarms or hard to hit enemies, but &#039;&#039;Grit&#039;&#039; is completely passive and may occasionally save your life.&lt;br /&gt;
** At MSGT, &#039;&#039;Snapshot&#039;&#039; pairs well with &#039;&#039;Bullseye&#039;&#039; and adds some extra crit chance as a bonus, while &#039;&#039;Extra Conditioning&#039;&#039; gives you even more mobility and a free action chance that works well with &#039;&#039;Hit and Run&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; constantly giving you opportunities to get one.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Shogun===&lt;br /&gt;
&lt;br /&gt;
Grenadier Shoguns act like mortars, being pretty easy to take down, but highly effective when set up in a safe position, raining down fire from afar. They have much more range than Goliaths, but a bit less grenade damage. Additionally, their grenadier perks are conflicting with tanking perks. Still when &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; comes online, Shogun will most likely seriously outmatch Goliath in damage dealing aspect. Due to &#039;&#039;Packmaster&#039;&#039;, Shogun will have an extra grenade and with Restorative Mist he is strong source of healing for the squad. Once out of grenades and heals this build will suffer, so some consideration should be taken to maximize the damage of explosives. If you are concerned about that aspect, &#039;&#039;Gattler&#039;&#039; will decrease cooldown on &#039;&#039;Collateral Damage&#039;&#039; which will keep Shogun relevant on very long missions as well.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Jetboot Module -&amp;gt; Sapper -&amp;gt; Packmaster -&amp;gt; Gattler or Fragmentation -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Jetboot Module (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Sapper (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Gattler (LWR)|align=center|topbotpad=7}} {{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR) |align =center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Grenade Launcher, Gravity Mines, Any MEC Suit, Ammo-increasers, Damage-increasers (AP ammo)&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Either MEC suit can work decently for this build; light MEC suits make it easier to get into position, while heavy MEC suits protect you more when already in position and are more useful overall once out of explosives.&lt;br /&gt;
* At GSGT, &#039;&#039;Fragmentation&#039;&#039; is the default choice that makes your explosives better against most biological enemies, but &#039;&#039;Gattler&#039;&#039; upgrades your &#039;&#039;Collateral Damage&#039;&#039; to serve as an effective backup for when out of explosives or movement is required.&lt;br /&gt;
* AP ammo affects &#039;&#039;Collateral Damage&#039;&#039; as well, making it (and the Gauss weapon it requires) a significant damage increase, especially through cover.&lt;br /&gt;
* Heavy Mags is recommended item to increase &#039;&#039;Collateral Damage&#039;&#039; effectiveness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=120242</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=120242"/>
		<updated>2024-11-25T08:02:02Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Overwatch Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;:  Aim x2, Will x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Payload (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ace (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Executioner (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry serve as the versatile backbone of XCOM team compositions, wielding mid-range firepower alongside a range of defensive and utility perks. Their ability to fire twice per turn without moving makes them adept at wearing down enemies over time. To maximize their effectiveness, Infantry typically favor rifles and carbines over shotguns or SMGs, which rely more on positioning. For a more mobile approach, the Assault class is better suited.&lt;br /&gt;
&lt;br /&gt;
The key to Infantry&#039;s potency lies in their &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; ability, which stacks and allows for occasional bursts of high-accuracy damage. However, their rapid fire rate necessitates careful ammunition management. Early on they can choose to go &#039;&#039;&#039;Sentinel&#039;&#039;&#039; overwatch route or grenadier/tanking route, but whatever the choice, Infantry preserves the ability to fight twice per round. If you opt for AOE approach, Grenadier build offers high amounts of damage in full blast range with early 50% bonus already at CPL level. Tank build has some of the best tank perks available early as well, which makes it possible to gear Infantry to do significant damage, while still fulfilling tanking role effectively. They are also one of the best users of high-penetration Battle Rifles and Arc weapons and excel in role of bringing down sturdiest of aliens.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enhancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Any -&amp;gt; Ace -&amp;gt; Bring &#039;Em On or Ranger-&amp;gt; Aggression or Executioner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ace (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, Carbine, Arc Rifle. Secondary Autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build is one of the most versatile builds in the game, as it covers offense, defense, and sometimes utility depending on item/perk choices.&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways.&lt;br /&gt;
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain, while Impact is an option for damage and potential RTS/Overwatch clearing.&lt;br /&gt;
* Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts.&lt;br /&gt;
* Arc Rifles pair well with an Autopistol to cover both biological and mechanical threats, and LeU can even make the Arc Rifle do decent damage to biologicals in a pinch.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front-line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to Overwatching, enabling a valuable maximum of 4 shots per turn when combined with &#039;&#039;Ace&#039;&#039;. This can be further increased with Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot).&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Any -&amp;gt; Ace-&amp;gt; Bring &#039;Em On -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ace (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Damage-increasers, Aim-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots, Enhanced Metabolism for an extra Overwatch shot, and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry&#039;s high will growth, Inner Fire, and the power of Conduit when taking multiple actions per turn.&lt;br /&gt;
* The choice at SGT is pretty open: Extra Conditioning is solid all around, Impact for situational Overwatch removal and extra damage, and Kitted gives some utility and ammo.&lt;br /&gt;
* Lategame, flying armors give extra defense, aim and increased sight to target multiple aliens and utilize extra overwatch shots. But beware of exposing your soldiers too much.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. Infantry grenadiers specialize in chucking simple big damage number grenades with the combined effects of &#039;&#039;Payload&#039;&#039;, &#039;&#039;Ace&#039;&#039;, and &#039;&#039;Tandem Warheads&#039;&#039; or &#039;&#039;Ranger&#039;&#039;. &#039;&#039;Enhanced Metabolism&#039;&#039; is available very late into the game but makes it possible to equip 9 grenades on single soldier while still having a slot for offense or defense.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Payload -&amp;gt; Extra Conditioning or Kitted -&amp;gt; Ace -&amp;gt; Tandem Warheads or Ranger -&amp;gt; Executioner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Payload (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ace (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Executioner (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit, Aim-increasers, Damage-increasers, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to boost grenade damage and use when out of grenades or if throwing grenades is not an option but this means no genetic modifications.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack mechs.&lt;br /&gt;
* Remember that this is inherently a hybrid build, as you should be taking advantage of the free &#039;&#039;Ace&#039;&#039; shot, &#039;&#039;Light&#039;Em Up&#039;s&#039;&#039; aim/crit, and &#039;&#039;Executioner&#039;s&#039;&#039; aim/damage wherever possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=120241</id>
		<title>S.H.I.V. (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=120241"/>
		<updated>2024-11-24T09:26:48Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* SHIV Equipment Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_SHIVS.png|left|160px|]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Super-Heavy Infantry Vehicle&#039;&#039;&#039; is a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. All SHIVs can be used as partial cover. The basic SHIV is available from the beginning of the campaign. They cannot be rebuilt if destroyed.&lt;br /&gt;
&lt;br /&gt;
XCOM starts with at least 1 SHIV, which accompanies your soldiers on the first mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Big Sky (the Skyranger pilot) can control only 1 SHIV each turn.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means that if you bring multiple SHIVs on a mission only 1 can act each turn.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;SHIVs do not accumulate fatigue.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like other units, SHIVs must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.&lt;br /&gt;
&lt;br /&gt;
Bringing a SHIV to a mission isn&#039;t a waste of experience either, as the 1st SHIV alive at the end of any battle grants its mission experience to its squadmates. As well, any experience from kills the SHIV makes gets shared with the squad.&lt;br /&gt;
&lt;br /&gt;
SHIVs, like most mechanized units, have built-in damage reduction and are &#039;&#039;hardened&#039;&#039;, which makes them more durable. Much cheaper than MEC Troopers, and with &#039;abilities&#039; swappable as equipable modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of SHIVs in reserve, to fill any gaps when your Barracks list reads nearly entirely &amp;quot;Fatigue&amp;quot;, and to help deal with smaller crashed UFOs that you still may want to gather materials from, as their raw damage and durability can potentially serve as a replacement for high-ranking soldiers.&lt;br /&gt;
&lt;br /&gt;
==SHIV Units==&lt;br /&gt;
&lt;br /&gt;
All SHIVs are primarily tank units and inherently have high HP and tankiness, while their aim is low. There are ways to make them do significant damage. Creative play and builds are encouraged. All SHIVs can be repaired be Engineers. Their repair charges are valuable, but ultimately limited resource. SHIVs worst enemy is &#039;&#039;&#039;Corrosion&#039;&#039;&#039; that reduces their tankiness and strips away the armor. Engineer can remove the &#039;&#039;&#039;Corrosion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Basic &#039;&#039;&#039;SHIV&#039;&#039;&#039; is strong, sturdy and reliable addition to any XCOM squad. Its a bit less tanky than Alloy SHIV and its main limitation is access to limited item slots. It is advisable to try to keep your SHIV alive and well until you can build Alloy SHIVs. If destroyed, it is probably good idea to build new SHIVs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alloy SHIV&#039;&#039;&#039; is sturdier version of the SHIV that offers significant space for customization since it can afford to  equip 4 items. Thanks to all the available options in midgame, it can be equipped to become very strong tank, or to do significant DPS. SHIV has access to &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Critical System Targeting&#039;&#039;&#039; so it can be easily specialized to do significant amounts of damage to bio or mech aliens. This SHIV usually have problems with mobility due to equipping all the items it can, so careful consideration there is required. SHIV with less than 8.0 or 7.3 mobility can be considerably less useful so even leaving some item slots unused is sometimes smart move. Lastly, while this SHIV is very resistant to damage, some alien leaders have &#039;&#039;&#039;Critical System Targeting&#039;&#039;&#039; ability that can do serious damage per hit to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover SHIV&#039;&#039;&#039; is technologically most advanced version of the SHIV, capable of flight. It is less tankier than Alloy counterpart, but while in air it gets significant defense bonus. Aliens usually do not target higher defense units, so this SHIV is not tank primarily and will not draw as much fire. As this SHIV has excellent offensive potential due to height aim bonuses, it is probably best to equip it with offensive items. Remember, flight fuel is limited so strategizing is required. Fuel cells can be upgraded, at which point this SHIV becomes quite formidable offensive weapon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!! rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;Base DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|SHIV]]&#039;&#039;&#039;||11.3||title=&amp;quot;Base HP + Armor HP&amp;quot;|12+10||50||25||55||2||{{ Hardened (LWR) }}{{ Ram (LWR) }}||30 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers|| ||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(420)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.6&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Alloy SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Alloy SHIV]]&#039;&#039;&#039;||11.3||title=&amp;quot;Base HP + Armor HP&amp;quot;|14+14||50||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||50 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(630)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|26&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.2&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Hover SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Hover SHIV]]&#039;&#039;&#039;||11.3||title=&amp;quot;Base HP + Armor HP&amp;quot;|14+8||50||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||30 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers&amp;lt;br /&amp;gt;Supports [[Other_Abilities_(LWR)#Flight|&#039;&#039;&#039;Flight&#039;&#039;&#039;]] (14 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(840)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.8&amp;amp;nbsp;days)||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SHIV Initial Abilities==&lt;br /&gt;
Abilities that all SHIVs start with. Rams can do significant damage, depending on position it is possible even to kill two units per turn using 1AP blue moves. But it requires approximately straight shiv path to alien to work and do damage so commander should try to strategize to maximize SHIV damage potential. Tanking wise, SHIV is strong tank, but even with hardened it can be chipped down by multiple alien shots so some caution is advised. SHIV tanking resistance drops with lost armor therefore it is advisable to repair it sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Ram&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ram (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Hardened&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Hardened (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHIV Upgrade Abilities==&lt;br /&gt;
Abilities that can be unlocked via Foundry projects. Shiv upgrade abilities are very strong and it is advisable to upgrade SHIVs as soon as possible.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Suppression&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Lock n&#039; Load (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements I&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Repair Servos&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Repair Servos (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements I&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sprinter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sprinter (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Damage Control&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Damage Control (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements II&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Shredder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements II&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHIV Equipment Abilities==&lt;br /&gt;
Abilities SHIVs can be granted if equipped with the appropriate equipment&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Equipment_(LWR)#SHIV_Only_Passive_Equipment|Anti-Armor Module]]&#039;&#039;&#039; item is anti mechanical weapon available early in the game and grants &#039;&#039;&#039;Critical System Targeting&#039;&#039;&#039;. It is a bit expensive and early mechanical enemies are hard to hit Drones, so this item is not the best early item to equip. At AL3 Seeker aliens appear, hard to hit and track as well. At AL4 there are Cyberdisks, another hard to hit target. Build with &#039;&#039;&#039;Holo Charger&#039;&#039;&#039; and &#039;&#039;&#039;Anti-Armor Module&#039;&#039;&#039; is potentially good solution to Seekers and Cyberdisk, especially as Holo effect stops Seekers from stealthing. At AL5 Mechtoids are easy to hit and this item becomes much more interesting. At this point, &#039;&#039;Alloy SHIV&#039;&#039; with multiple item slots becomes available. Lastly, &#039;&#039;&#039;Anti-Armor Module&#039;&#039;&#039; comboes well with &#039;&#039;&#039;Retaliatory Sensors&#039;&#039;&#039; which adds +40 aim to its shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; granted by &#039;&#039;&#039;Holo Charger&#039;&#039;&#039; is excellent early item as source of Holo targeting. If you are unsure what to equip, this is good safe choice. It has one significant drawback, its weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; granted by &#039;&#039;&#039;Infrared Module&#039;&#039;&#039; is very potent offensive item for the SHIV. SHIV can easily flank and hit units from up close, so it is much easier to use than &#039;&#039;&#039;Anti-Armor Module&#039;&#039;&#039;. Biological aliens are more numerous as well. Scales well with high SHIV weapon damage. Coupled with &#039;&#039;Retaliatory Sensors&#039;&#039; aim boost, it can also kill Floaters quite reliably.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire Module&#039;&#039;&#039; is in a sense improved &#039;&#039;Scope&#039;&#039; item for the SHIV. SHIV gets much more dangerous at straight shooting at aliens and gets ability to Burst for usually guaranteed damage. SHIV ammo will likely be issue, so one might plan to bring extra ammo to couple with this item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; granted by &#039;&#039;&#039;Retaliatory Sensors&#039;&#039;&#039; is quite strong ability boosting SHIV&#039;s reactive shot with +40 aim. Since this shot will usually hit aliens, its well coupled with &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Vital Point Targeting&#039;&#039; ability. &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; do not apply on reactive shots and &#039;&#039;Reactive Targeting Sensors&#039;&#039; ability can be disabled by alien abilities such as &#039;&#039;Impact&#039;&#039; or when SHIV is disoriented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light &#039;em Up&#039;&#039;&#039; is strong double shooting ability, granted by late game &#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; item. It is available at the point when player has access to for Hover SHIVs, which can use its potential to devastating effect. The item is strong, but very heavy. Additionally, its a good idea to equip &#039;&#039;Heavy Mags&#039;&#039; as well for extra ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; boost already high SHIV&#039;s DR by 30%. IF you want to keep tanking with SHIV in late game, you probably want this item. Additionally, it reduces penetration damage from Drones and Cyberdisks, eliminating one of the main weaknesses of SHIVs. Drones come in packs and when SHIV is caught in the open and Holo targeted, Drones can easily strip all its armor in a single turn. This item should make it that Drones do only 1 damage per hit to SHIV.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Mayhem&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Critical System Targeting (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Anti-Armor Module&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Holo Rounds&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Holo Rounds (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Holo Charger&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Vital Point Targeting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Vital Point Targeting (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Infrared Module&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Burst&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Burst (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Burst Fire Module&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Reactive Targeting Sensors&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Reactive Targeting Sensors (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Retaliatory Sensor&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Light &#039;Em Up&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Light &#039;Em Up (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Absorption Fields&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Absorption Fields (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Shielding Module&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHIV Additional Items==&lt;br /&gt;
Additonal items that SHIVs can use to complement its builds. Some of the items are shared with mech units making them more convenient to build and utilize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; - More health, DR and resistance to &#039;&#039;Corrosion&#039;&#039;. Weightless! An excellent item to equip. Eliminates one of main SHIV weaknesses - acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AR Targeter&#039;&#039;&#039; - SHIV is not very good at critting, but it deals heavy damage making the item at least interesting. It is weightless, so if you have low mobility, you might choose AR Targeter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Plating&#039;&#039;&#039; - Upgrade on &#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039;, but it has some weight. Excellent even if expensive, makes SHIV shred resistant as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; - Pretty much mandatory item for &#039;&#039;Alloy SHIVs&#039;&#039; and great one at that. SHIV movement is boost by 2.0 and RAM damage is doubled. Nothing better than overrun fat mutons from full HP to zero. Works best when dashing long distances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Mags&#039;&#039;&#039; - Strong ammo booster that increases SHIV damage potential a lot when coupled with some other items. You should have 1-2 of these items as mechs can use it as well. Quite heavy at 1.3 mobility penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; - Slight crit boost if you don&#039;t have anything better. It has advantage of being weightless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Tracker&#039;&#039;&#039; - Never underestimate power of information. One of strongest item to have if properly used, more so if you don&#039;t have Scout available on a mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prediction Computer&#039;&#039;&#039; gives lots of damage to SHIV on reactive shots. Works well with &#039;&#039;&#039;Retaliatory Sensors&#039;&#039;&#039;. It boosts SHIV defense by +10, which is something you might not want, so take into consideration when using it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039; - Generic shooting booster, strong. But take note that SHIV has access to Burst Module, which is better option. Patch notes do change, so question your choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SHIVs have access to a couple of more items (like special ammo), but these are the main items used. The game changes from patch to patch and options for customization are plenty so feel free to experiment.&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=120240</id>
		<title>S.H.I.V. (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=120240"/>
		<updated>2024-11-24T09:22:44Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* SHIV Equipment Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_SHIVS.png|left|160px|]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Super-Heavy Infantry Vehicle&#039;&#039;&#039; is a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. All SHIVs can be used as partial cover. The basic SHIV is available from the beginning of the campaign. They cannot be rebuilt if destroyed.&lt;br /&gt;
&lt;br /&gt;
XCOM starts with at least 1 SHIV, which accompanies your soldiers on the first mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Big Sky (the Skyranger pilot) can control only 1 SHIV each turn.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;This means that if you bring multiple SHIVs on a mission only 1 can act each turn.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;SHIVs do not accumulate fatigue.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like other units, SHIVs must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.&lt;br /&gt;
&lt;br /&gt;
Bringing a SHIV to a mission isn&#039;t a waste of experience either, as the 1st SHIV alive at the end of any battle grants its mission experience to its squadmates. As well, any experience from kills the SHIV makes gets shared with the squad.&lt;br /&gt;
&lt;br /&gt;
SHIVs, like most mechanized units, have built-in damage reduction and are &#039;&#039;hardened&#039;&#039;, which makes them more durable. Much cheaper than MEC Troopers, and with &#039;abilities&#039; swappable as equipable modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of SHIVs in reserve, to fill any gaps when your Barracks list reads nearly entirely &amp;quot;Fatigue&amp;quot;, and to help deal with smaller crashed UFOs that you still may want to gather materials from, as their raw damage and durability can potentially serve as a replacement for high-ranking soldiers.&lt;br /&gt;
&lt;br /&gt;
==SHIV Units==&lt;br /&gt;
&lt;br /&gt;
All SHIVs are primarily tank units and inherently have high HP and tankiness, while their aim is low. There are ways to make them do significant damage. Creative play and builds are encouraged. All SHIVs can be repaired be Engineers. Their repair charges are valuable, but ultimately limited resource. SHIVs worst enemy is &#039;&#039;&#039;Corrosion&#039;&#039;&#039; that reduces their tankiness and strips away the armor. Engineer can remove the &#039;&#039;&#039;Corrosion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Basic &#039;&#039;&#039;SHIV&#039;&#039;&#039; is strong, sturdy and reliable addition to any XCOM squad. Its a bit less tanky than Alloy SHIV and its main limitation is access to limited item slots. It is advisable to try to keep your SHIV alive and well until you can build Alloy SHIVs. If destroyed, it is probably good idea to build new SHIVs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alloy SHIV&#039;&#039;&#039; is sturdier version of the SHIV that offers significant space for customization since it can afford to  equip 4 items. Thanks to all the available options in midgame, it can be equipped to become very strong tank, or to do significant DPS. SHIV has access to &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Critical System Targeting&#039;&#039;&#039; so it can be easily specialized to do significant amounts of damage to bio or mech aliens. This SHIV usually have problems with mobility due to equipping all the items it can, so careful consideration there is required. SHIV with less than 8.0 or 7.3 mobility can be considerably less useful so even leaving some item slots unused is sometimes smart move. Lastly, while this SHIV is very resistant to damage, some alien leaders have &#039;&#039;&#039;Critical System Targeting&#039;&#039;&#039; ability that can do serious damage per hit to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover SHIV&#039;&#039;&#039; is technologically most advanced version of the SHIV, capable of flight. It is less tankier than Alloy counterpart, but while in air it gets significant defense bonus. Aliens usually do not target higher defense units, so this SHIV is not tank primarily and will not draw as much fire. As this SHIV has excellent offensive potential due to height aim bonuses, it is probably best to equip it with offensive items. Remember, flight fuel is limited so strategizing is required. Fuel cells can be upgraded, at which point this SHIV becomes quite formidable offensive weapon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!! rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;Base DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|SHIV]]&#039;&#039;&#039;||11.3||title=&amp;quot;Base HP + Armor HP&amp;quot;|12+10||50||25||55||2||{{ Hardened (LWR) }}{{ Ram (LWR) }}||30 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers|| ||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(420)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.6&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Alloy SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Alloy SHIV]]&#039;&#039;&#039;||11.3||title=&amp;quot;Base HP + Armor HP&amp;quot;|14+14||50||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||50 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(630)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|26&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.2&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Hover SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Hover SHIV]]&#039;&#039;&#039;||11.3||title=&amp;quot;Base HP + Armor HP&amp;quot;|14+8||50||25||55||4||{{ Hardened (LWR) }}{{ Ram (LWR) }}||30 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers&amp;lt;br /&amp;gt;Supports [[Other_Abilities_(LWR)#Flight|&#039;&#039;&#039;Flight&#039;&#039;&#039;]] (14 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(840)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.8&amp;amp;nbsp;days)||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SHIV Initial Abilities==&lt;br /&gt;
Abilities that all SHIVs start with. Rams can do significant damage, depending on position it is possible even to kill two units per turn using 1AP blue moves. But it requires approximately straight shiv path to alien to work and do damage so commander should try to strategize to maximize SHIV damage potential. Tanking wise, SHIV is strong tank, but even with hardened it can be chipped down by multiple alien shots so some caution is advised. SHIV tanking resistance drops with lost armor therefore it is advisable to repair it sooner rather than later.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Ram&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ram (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Hardened&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Hardened (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHIV Upgrade Abilities==&lt;br /&gt;
Abilities that can be unlocked via Foundry projects. Shiv upgrade abilities are very strong and it is advisable to upgrade SHIVs as soon as possible.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Suppression&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Lock n&#039; Load (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements I&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Repair Servos&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Repair Servos (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements I&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sprinter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sprinter (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Damage Control&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Damage Control (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements II&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Shredder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements II&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHIV Equipment Abilities==&lt;br /&gt;
Abilities SHIVs can be granted if equipped with the appropriate equipment&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Anti-Armor Module]]&#039;&#039;&#039; item is anti mechanical weapon available early in the game and grants &#039;&#039;&#039;Critical System Targeting&#039;&#039;&#039;. It is a bit expensive and early mechanical enemies are hard to hit Drones, so this item is not the best early item to equip. At AL3 Seeker aliens appear, hard to hit and track as well. At AL4 there are Cyberdisks, another hard to hit target. Build with &#039;&#039;&#039;Holo Charger&#039;&#039;&#039; and &#039;&#039;&#039;Anti-Armor Module&#039;&#039;&#039; is potentially good solution to Seekers and Cyberdisk, especially as Holo effect stops Seekers from stealthing. At AL5 Mechtoids are easy to hit and this item becomes much more interesting. At this point, &#039;&#039;Alloy SHIV&#039;&#039; with multiple item slots becomes available. Lastly, &#039;&#039;&#039;Anti-Armor Module&#039;&#039;&#039; comboes well with &#039;&#039;&#039;Retaliatory Sensors&#039;&#039;&#039; which adds +40 aim to its shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; granted by &#039;&#039;&#039;Holo Charger&#039;&#039;&#039; is excellent early item as source of Holo targeting. If you are unsure what to equip, this is good safe choice. It has one significant drawback, its weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; granted by &#039;&#039;&#039;Infrared Module&#039;&#039;&#039; is very potent offensive item for the SHIV. SHIV can easily flank and hit units from up close, so it is much easier to use than &#039;&#039;&#039;Anti-Armor Module&#039;&#039;&#039;. Biological aliens are more numerous as well. Scales well with high SHIV weapon damage. Coupled with &#039;&#039;Retaliatory Sensors&#039;&#039; aim boost, it can also kill Floaters quite reliably.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire Module&#039;&#039;&#039; is in a sense improved &#039;&#039;Scope&#039;&#039; item for the SHIV. SHIV gets much more dangerous at straight shooting at aliens and gets ability to Burst for usually guaranteed damage. SHIV ammo will likely be issue, so one might plan to bring extra ammo to couple with this item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; granted by &#039;&#039;&#039;Retaliatory Sensors&#039;&#039;&#039; is quite strong ability boosting SHIV&#039;s reactive shot with +40 aim. Since this shot will usually hit aliens, its well coupled with &#039;&#039;Critical System Targeting&#039;&#039; and &#039;&#039;Vital Point Targeting&#039;&#039; ability. &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; do not apply on reactive shots and &#039;&#039;Reactive Targeting Sensors&#039;&#039; ability can be disabled by alien abilities such as &#039;&#039;Impact&#039;&#039; or when SHIV is disoriented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light &#039;em Up&#039;&#039;&#039; is strong double shooting ability, granted by late game &#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; item. It is available at the point when player has access to for Hover SHIVs, which can use its potential to devastating effect. The item is strong, but very heavy. Additionally, its a good idea to equip &#039;&#039;Heavy Mags&#039;&#039; as well for extra ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; boost already high SHIV&#039;s DR by 30%. IF you want to keep tanking with SHIV in late game, you probably want this item. Additionally, it reduces penetration damage from Drones and Cyberdisks, eliminating one of the main weaknesses of SHIVs. Drones come in packs and when SHIV is caught in the open and Holo targeted, Drones can easily strip all its armor in a single turn. This item should make it that Drones do only 1 damage per hit to SHIV.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Mayhem&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Critical System Targeting (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Anti-Armor Module&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Holo Rounds&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Holo Rounds (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Holo Charger&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Vital Point Targeting&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Vital Point Targeting (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Infrared Module&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Burst&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Burst (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Burst Fire Module&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Reactive Targeting Sensors&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Reactive Targeting Sensors (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Retaliatory Sensor&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Light &#039;Em Up&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Light &#039;Em Up (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Absorption Fields&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Absorption Fields (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Shielding Module&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHIV Additional Items==&lt;br /&gt;
Additonal items that SHIVs can use to complement its builds. Some of the items are shared with mech units making them more convenient to build and utilize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; - More health, DR and resistance to &#039;&#039;Corrosion&#039;&#039;. Weightless! An excellent item to equip. Eliminates one of main SHIV weaknesses - acid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AR Targeter&#039;&#039;&#039; - SHIV is not very good at critting, but it deals heavy damage making the item at least interesting. It is weightless, so if you have low mobility, you might choose AR Targeter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Plating&#039;&#039;&#039; - Upgrade on &#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039;, but it has some weight. Excellent even if expensive, makes SHIV shred resistant as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; - Pretty much mandatory item for &#039;&#039;Alloy SHIVs&#039;&#039; and great one at that. SHIV movement is boost by 2.0 and RAM damage is doubled. Nothing better than overrun fat mutons from full HP to zero. Works best when dashing long distances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Mags&#039;&#039;&#039; - Strong ammo booster that increases SHIV damage potential a lot when coupled with some other items. You should have 1-2 of these items as mechs can use it as well. Quite heavy at 1.3 mobility penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; - Slight crit boost if you don&#039;t have anything better. It has advantage of being weightless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Tracker&#039;&#039;&#039; - Never underestimate power of information. One of strongest item to have if properly used, more so if you don&#039;t have Scout available on a mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prediction Computer&#039;&#039;&#039; gives lots of damage to SHIV on reactive shots. Works well with &#039;&#039;&#039;Retaliatory Sensors&#039;&#039;&#039;. It boosts SHIV defense by +10, which is something you might not want, so take into consideration when using it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039; - Generic shooting booster, strong. But take note that SHIV has access to Burst Module, which is better option. Patch notes do change, so question your choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SHIVs have access to a couple of more items (like special ammo), but these are the main items used. The game changes from patch to patch and options for customization are plenty so feel free to experiment.&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=120239</id>
		<title>Rocketeer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(LWR)&amp;diff=120239"/>
		<updated>2024-11-23T07:13:26Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Rocketeer (Long War).png|left|frame|64px|&#039;&#039;&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to vanilla. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket Launcher, Javelin Rocket, Airburst Actuators. &lt;br /&gt;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x2, Will x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Smoke And Mirrors (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Holo Rounds (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Blast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Sapper (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Acid Tech (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Shock And Awe (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ HEAT Warheads (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt2={{ Fragmentation (LWR)|text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Role: Crowd Control / Cover Destruction / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Rocketeer&#039;s tactical role is best described as an offensive AOE support. It is a slow and unwieldy class, but carries invaluable armament big enough to bring a FUBAR scenario under control. Their starting &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk grants a single rocket with a two turn cooldown between firing, and their other perks generally focus on adding a secondary supportive role to the Rocketeer between firing. It&#039;s always best for Rocketeers to fire with a steadied weapon, but firing with two AP is still effective if the target area is at mid-range, and you can even use 1 AP rockets effectively if desperate at close range. Keep in mind that rocket scatter decreases by 4% per HP above average. Rocketeers should operate from full cover, safe from incoming fire knocking off their steadied weapon.&lt;br /&gt;
&lt;br /&gt;
Rocketeers have access to Airburst Actuators to improve the accuracy of their rockets as well as make them more effective against flying targets, and also Javelin rockets that are precise and deal high shredding damage in a small area. Rocketeers tend to struggle with their mobility due to the equipment they bring along, so that should always be kept in consideration. Without &#039;&#039;Sapper&#039;&#039;, you may find the Rocketeer&#039;s cover destruction abilities lacking; when in doubt, just assume that you won&#039;t break any cover with your rockets, as LWR makes cover destruction much more difficult. As a result, this tends to make rockets best against large packs of uncovered aliens, such as Floaters or Chryssalids, as you don&#039;t have to deal with cover DR, but in a pinch, sometimes multiple explosives can turn *any* group of aliens into an uncovered group...&lt;br /&gt;
&lt;br /&gt;
Note that if you are playing without Red Fog, then the Rocketeer&#039;s tactical potential will be considerably stunted.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Light &#039;Em Up Rocketeer===&lt;br /&gt;
The LeU Rocketeer is a hybrid build packing the useful long range explosive prowess of the class with some added fire support capabilities. The combination of &#039;&#039;Light &#039;Em Up&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039; - which allows tagging two targets or focusing down one target - is a valuable addition to any squad. This is especially true early on when XCOM aim values are quite low and straight shooting is unreliable. When rockets are on cooldown, this build plays much like an Infantry, but with a focus on utility and penetration instead of raw damage output and noticeably less mobility.&lt;br /&gt;
&lt;br /&gt;
Sample Light &#039;Em Up Build:&lt;br /&gt;
&#039;&#039;Light &#039;Em Up -&amp;gt; Holo Rounds or Blast -&amp;gt; Ranger or Acid Tech -&amp;gt; Shock And Awe -&amp;gt; Any -&amp;gt; Bring &#039;Em On&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Light &#039;Em Up (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}{{Blast (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}{{Acid Tech (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, Arc rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Ammo-increasers, Aim-increasers, Javelin Rocket, Special ammo.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If you opt to take Ranger at SGT, you may also want to consider taking Blast at CPL; you&#039;ll miss out on Holo, but if someone else can afford to apply it, you&#039;ll massively improve the potential of your rockets that are now also being boosted by Ranger. Missing out on Acid Tech will hurt your ability to handle heavily armored enemies without Acid Grenades, however.&lt;br /&gt;
* Access to Light &#039;Em Up makes the Arc rifle a viable option for a large burst of damage against hard to crack Mechs. Keep in mind however that this choice prevents the Rocketeer from defending himself in close combat, especially against bios, as the class doesn&#039;t have access to secondary weapons. &lt;br /&gt;
* The GSGT perk is flexible for pretty much every Rocketeer build:&lt;br /&gt;
** Heat Warheads is the utility option, doubling the chance of disorienting. It&#039;s also helpful when cover DR comes into play.&lt;br /&gt;
** Fragmentation is great for Javelins and gives your regular rockets the potential to nuke enemies. It&#039;s unreliable, however.&lt;br /&gt;
** Tandem Warheads is the crowd control option, giving a modest increase in damage that&#039;s especially noticeable in crowds with aliens at the edge of the blast.&lt;br /&gt;
&lt;br /&gt;
===Smoke and Mirrors Rocketeer===&lt;br /&gt;
The S&amp;amp;M Rocketeer bundles rockets and reaction immune support grenades in an efficient if somewhat slow package. This lack of mobility is mitigated somewhat by a higher than average throw range with the Rocketeer&#039;s high HP growth and potential &#039;&#039;Ranger&#039;&#039; perk. When taking &#039;&#039;Acid Tech&#039;&#039; this build can use Acid grenades to seriously strip dangerous armored targets. Finally, rockets are always a good fallback if the use of support grenades isn&#039;t optimal during a turn.&lt;br /&gt;
&lt;br /&gt;
Sample Smoke and Mirrors Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Kitted -&amp;gt; Acid Tech or Sapper or Ranger -&amp;gt; Shock And Awe -&amp;gt; Any -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Acid Tech (LWR)|align=center|topbotpad=7}}{{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Concussion grenades/Psi grenades(psi), Acid grenades, Smoke grenades, Javelin, Mobility-increasers, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Like the previous build, any GSGT perk will do the job: HEAT Warheads for utility, Fragmentation for damage (especially on Javelins), and Tandem Warheads for crowd control (especially on regular rockets).&lt;br /&gt;
* Psi is a strong choice to add some more team support or single target debuffing. Psi also unlocks the use of Psi grenades and Psi Frayer for some more exotic support options.&lt;br /&gt;
* Officer training is another strong choice for this build, as the health increases for throw range and added support potential mesh well together.&lt;br /&gt;
* Smoke grenades can be used better by other classes, but are equally effective against Overwatch and still profit from the extended range of the build.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Rocketeer===&lt;br /&gt;
The Grenadier Rocketeer foregoes any notion of a hybrid build to bring a withering array of explosive ordnance to the battlefield. With long range throws and access to boosted rockets, this build can deliver destruction at any range and will leave many an alien exposed, disoriented, or dead in the aftermath. Furthermore, at GSGT they can choose to specialize their grenades and rockets for utility, damage, or crowd control. Unfortunately, this build is left with no useful options once that equipment runs out and is thus a good candidate for Psi training or Officer training.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Blast or Kitted -&amp;gt; Sapper or Ranger -&amp;gt; Shock and Awe -&amp;gt; Any -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Blast (LWR)|align=center|topbotpad=7}}{{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Sapper (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Shock And Awe (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}} {{Fragmentation  (LWR)|align=center|topbotpad=7}} {{Tandem Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades, Mobility-increasers, Javelin, Shaped Charges, Psi Frayer.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
* It may be occasionally worth sacrificing some of the raw explosive power of &#039;&#039;Blast&#039;&#039; and &#039;&#039;Sapper&#039;&#039; for added utility in the form of Kitted&#039;s medikit + smoke and Ranger&#039;s throw range + mobility + rocket cooldown reduction.&lt;br /&gt;
* Just like on the other builds, the GSGT perk is a choice between the utility of HEAT Warheads, the raw damage of Fragmentation, and the crowd control of Tandem Warheads.&lt;br /&gt;
* Any field of improvements will work well with this build, but Psi is a standout due to &#039;&#039;Kinetic Blast&#039;&#039; increasing the power of explosives and providing a non-consumable offensive option.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=120238</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=120238"/>
		<updated>2024-11-23T07:04:22Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 2 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary 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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal1={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Sapper (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{HEAT Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Acid Tech (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being supporting and repairing mechanical units on the field. Additionally, they possess the ability to remove Thinmen Acid debuff by moving to or performing actions next to affected units. Naturally, with perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers are extremely proficient defensive supporters.&lt;br /&gt;
&lt;br /&gt;
On offensive front, they can support the squad using &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; giving whole team aim bonuses. Furthermore, rare &#039;&#039;&#039;Acid Tech&#039;&#039;&#039; perk is both offensive and defensive tool that works on both bio and mech aliens. On its own Engineers can be built into mech counter as several of their perks are targeting mechanical units through increased accuracy or damage. Alternatively, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; route offers strong AOE damage capabilities, but once spent, Engineer will have little to offer on offensive front.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews most of the Engineer&#039;s offensive potential for a dedicated support specialist. It focuses on the use of reaction immune support grenades such as Smoke, Concussion, or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing 60 total defense to physical and psionic attacks as well as critical hit immunity. &#039;&#039;Holo Rounds&#039;&#039; enhances your squad&#039;s ability to focus fire on important targets. &#039;&#039;Mechanic&#039;&#039; cleanses corrosion, and repairs SHIVs and mechs. Overall this is a very specialized build that has no offensive power of its own but provides a reliable suite of utility that will help keep a squad safe in dire situations. Even more support options can be achieved through either Officer or Psi training for more utility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Acid Tech (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault Rifle/Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion/Psi grenades(psi), Acid grenades, Alien Trophy&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* As with other support and grenadier builds, this build is a good candidate for officer training to provide additional support when support grenades are expended, unusuable, or not worth using. Psi training unlocks Psi Grenades/Psi Frayer as options, but Engineers do not gain any multipliers for their will growth and will be difficult to train.&lt;br /&gt;
* At SGT, Critical System Targeting can be chosen to hybridize this build for Anti-mech specialization.&lt;br /&gt;
* Engineers and SHIVs/MECs work very well with each other thanks to Mechanic. This build has very little shooting responsibilities, and is uniquely capable of babysitting your mechs.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineer&#039;s explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Ranger&#039;&#039; or &#039;&#039;Sapper&#039;&#039; combined with &#039;&#039;Tandem Warheads&#039;&#039; and &#039;&#039;HEAT Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Sapper or Ranger-&amp;gt; Tandem Warheads -&amp;gt; Master Mechanic -&amp;gt; HEAT Warheads or Packmaster -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sapper (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tandem Warheads (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades, Mobility-increasers&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The choice between Sapper and Ranger is mostly one of flexibility; &#039;&#039;Sapper&#039;&#039; grants more damage (including to the environment) than Ranger, while Ranger increases throw range and mobility, effectively increasing range.&lt;br /&gt;
* At SGT, Critical System Targeting can be chosen to hybridize this build for Anti-mech specialization at the cost of grenade reliability.&lt;br /&gt;
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusable, or not worth using.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early penetration/accuracy boost from &#039;&#039;Double Tap&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively to deliver two flanking shots to an unwary alien. &#039;&#039;Critical System Targeting&#039;&#039; and a potential &#039;&#039;Acid Tech&#039;&#039; means that this build tends to focus on handling Mechs. This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds -&amp;gt; Critical System Targeting -&amp;gt; Master Mechanic -&amp;gt; Bring &#039;Em On or Acid Tech -&amp;gt; Lock N&#039; Load&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Acid Tech (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Ammo-increasers, Damage-increasers, Special Ammo&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* On close quarters maps this build can choose to use a shotgun, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe.&lt;br /&gt;
* At CPL, Holo Rounds gives +15 aim and +1 pen to your second DT shot (+20 aim on the same target), while Ranger provides +1 damage to every shot.&lt;br /&gt;
* At GSGT you get the choice between BeO for raw damage and graze chance or &#039;&#039;Acid Tech&#039;&#039; to further reinforce your anti-mech role by spreading corrosion (although this is useful against high armor aliens like Mutons too).&lt;br /&gt;
* None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine for their general benefits to offense and/or defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=120237</id>
		<title>Engineer (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(LWR)&amp;diff=120237"/>
		<updated>2024-11-23T06:42:13Z</updated>

		<summary type="html">&lt;p&gt;PikaPilot: /* Grenadier Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Engineer&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is specialized in supporting and fighting mechanical units and the use of grenades, with their starting &#039;&#039;&#039;Mechanic&#039;&#039;&#039; ability giving them 2 uses of &#039;&#039;&#039;Repair&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary 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;
:&#039;&#039;&#039;Attribute Growth&#039;&#039;&#039;: HP x2, Mob x2.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Mechanic (LWR) |text=1|topbotpad=10}} {{Repair (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal1={{Double Tap (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Grenadier (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Sapper (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Tandem Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Dense Smoke (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Master Mechanic (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{HEAT Warheads (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Acid Tech (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Lock n&#039; Load (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities, with their specialty being supporting and repairing mechanical units on the field. Additionally, they possess the ability to remove Thinmen Acid debuff by moving to or performing actions next to affected units. Naturally, with perks such as &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers are extremely proficient defensive supporters.&lt;br /&gt;
&lt;br /&gt;
On offensive front, they can support the squad using &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; giving whole team aim bonuses. Furthermore, rare &#039;&#039;&#039;Acid Tech&#039;&#039;&#039; perk is both offensive and defensive tool that works on both bio and mech aliens. On its own Engineers can be built into mech counter as several of their perks are targeting mechanical units through increased accuracy or damage. Alternatively, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; route offers strong AOE damage capabilities, but once spent, Engineer will have little to offer on offensive front.&lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE: These builds are for 1.53 and are not updated to 1.54, use with caution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Support Engineer===&lt;br /&gt;
This build eschews most of the Engineer&#039;s offensive potential for a dedicated support specialist. It focuses on the use of reaction immune support grenades such as Smoke, Concussion, or Acid grenades thanks to &#039;&#039;Smoke and Mirrors&#039;&#039;. &#039;&#039;Dense Smoke&#039;&#039; is a significant upgrade to Smoke Grenades, providing 60 total defense to physical and psionic attacks as well as critical hit immunity. &#039;&#039;Holo Rounds&#039;&#039; enhances your squad&#039;s ability to focus fire on important targets. &#039;&#039;Mechanic&#039;&#039; cleanses corrosion, and repairs SHIVs and mechs. Overall this is a very specialized build that has no offensive power of its own but provides a reliable suite of utility that will help keep a squad safe in dire situations. Even more support options can be achieved through either Officer or Psi training for more utility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Holo Rounds -&amp;gt;  Dense Smoke -&amp;gt; Master Mechanic -&amp;gt; Packmaster -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Dense Smoke (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Acid Tech (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault Rifle/Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Smoke grenades, Concussion/Psi grenades(psi), Acid grenades, Alien Trophy&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* As with other support and grenadier builds, this build is a good candidate for officer training to provide additional support when support grenades are expended, unusuable, or not worth using. Psi training unlocks Psi Grenades/Psi Frayer as options, but Engineers do not gain any multipliers for their will growth and will be difficult to train.&lt;br /&gt;
* At SGT, Critical System Targeting can be chosen to hybridize this build for Anti-mech specialization.&lt;br /&gt;
* Engineers and SHIVs/MECs work very well with each other thanks to Mechanic. This build has very little shooting responsibilities, and is uniquely capable of babysitting your mechs.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Engineer===&lt;br /&gt;
The Grenadier Engineer excels in putting out pinpoint explosive firepower. This build sacrifices support versatility or fire support to improve the effectiveness of the Engineer&#039;s explosives. &#039;&#039;Grenadier&#039;&#039; is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. &#039;&#039;Ranger&#039;&#039; or &#039;&#039;Sapper&#039;&#039; combined with &#039;&#039;Tandem Warheads&#039;&#039; and &#039;&#039;HEAT Warheads&#039;&#039; improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. This build is very reliant on equipped grenades, and once they run out it is left with very few options except repairing friendly Mechs. Psi powers are a good option to keep the Engineer busy even when out of explosives.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Sapper or Ranger-&amp;gt; Tandem Warheads -&amp;gt; Master Mechanic -&amp;gt; HEAT Warheads or Packmaster -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sapper (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Tandem Warheads (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Carbine, Arc Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE Grenades, AP Grenades, Alien/Plasma Grenades, Mobility-increasers&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* The choice between Sapper and Ranger is mostly one of flexibility; &#039;&#039;Sapper&#039;&#039; grants more damage (including to the environment) than Ranger, while Ranger increases throw range and mobility, effectively increasing range.&lt;br /&gt;
* At SGT, Critical System Targeting can be chosen to hybridize this build for Anti-mech specialization at the cost of grenade reliability.&lt;br /&gt;
* As with many other supports and grenadiers, this build is a good candidate for Psi training to give them something to do when grenades are expended, unusable, or not worth using.&lt;br /&gt;
&lt;br /&gt;
===Double Tap Engineer===&lt;br /&gt;
The DT Engineer focuses on building an effective shooter that doesn&#039;t rely on consumables as the other Engineer builds do. With an early penetration/accuracy boost from &#039;&#039;Double Tap&#039;&#039; and &#039;&#039;Holo Rounds&#039;&#039;, the DT Engineer can either setup in a defensive position and output reliable high damage or choose to move aggressively to deliver two flanking shots to an unwary alien. &#039;&#039;Critical System Targeting&#039;&#039; and a potential &#039;&#039;Acid Tech&#039;&#039; means that this build tends to focus on handling Mechs. This build pairs well with a mechanical tank to hide behind as it can keep the Mech in good condition thanks to the repair skill.&lt;br /&gt;
&lt;br /&gt;
Sample Anti-Mech Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds -&amp;gt; Critical System Targeting -&amp;gt; Master Mechanic -&amp;gt; Bring &#039;Em On or Acid Tech -&amp;gt; Lock N&#039; Load&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Critical System Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Master Mechanic (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Bring &#039;Em On (LWR)|align=center|topbotpad=7}} {{Acid Tech (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Battle Rifle, Assault Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Aim-increasers, Ammo-increasers, Damage-increasers, Special Ammo&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* On close quarters maps this build can choose to use a shotgun, playing similarly to an Assault that specializes in killing mechs. This is quite risky, however, as they have no added defenses to keep them safe.&lt;br /&gt;
* At CPL, Holo Rounds gives +15 aim and +1 pen to your second DT shot (+20 aim on the same target), while Ranger provides +1 damage to every shot.&lt;br /&gt;
* At GSGT you get the choice between BeO for raw damage and graze chance or &#039;&#039;Acid Tech&#039;&#039; to further reinforce your anti-mech role by spreading corrosion (although this is useful against high armor aliens like Mutons too).&lt;br /&gt;
* None of the soldier upgrade paths are particularly strong for this build, thus any choice is fine for their general benefits to offense and/or defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>PikaPilot</name></author>
	</entry>
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