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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=112598</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=112598"/>
		<updated>2022-11-30T05:21:16Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Grenadier Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}&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={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Mayhem (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;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=+0.6 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=+0.6 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=+0.6 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+5 | mobtotal=+0.6 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense, Tank&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&amp;amp;G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Tenacious Defense-&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression -&amp;gt; Sprinter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}} {{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. Secondary Sawed-off/autopistol if mobility allows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Targeting Module/Reaper Ammo, Enhanced Optics, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.&lt;br /&gt;
*Killer instinct allows for some beefy crits. Ranger gives unconditional damage with a small boost to mobility and no aim penalties for your secondaries.&lt;br /&gt;
*A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi).&lt;br /&gt;
*Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. The assault class&#039; forced close range playstyle thanks to Close Encounters lends itself well to deploying grenades which also need their user to be in close range of enemies. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Mayhem&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk, psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger -&amp;gt; Rapid Fire -&amp;gt; Heat Warheads-&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The AP grenades can arguably be switched out for another item of choice if needed.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with &#039;&#039;Close Combat Specialist&#039;&#039; to good effect. This does severely limit its effective fighting range however, and on an  open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Tenacious Defense -&amp;gt; Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Brawler -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Alloy Plating/Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward enemies for more uptime on &#039;&#039;Close Combat Specialist&#039;&#039;. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build&#039;s capabilities  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=112597</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=112597"/>
		<updated>2022-11-30T05:19:28Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Grenadier Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}&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={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Mayhem (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;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=+0.6 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=+0.6 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=+0.6 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+5 | mobtotal=+0.6 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense, Tank&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&amp;amp;G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Tenacious Defense-&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression -&amp;gt; Sprinter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}} {{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. Secondary Sawed-off/autopistol if mobility allows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Targeting Module/Reaper Ammo, Enhanced Optics, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.&lt;br /&gt;
*Killer instinct allows for some beefy crits. Ranger gives unconditional damage with a small boost to mobility and no aim penalties for your secondaries.&lt;br /&gt;
*A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi).&lt;br /&gt;
*Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;HEAT Warheads&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk, psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger -&amp;gt; Rapid Fire -&amp;gt; Heat Warheads-&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The AP grenades can arguably be switched out for another item of choice if needed.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with &#039;&#039;Close Combat Specialist&#039;&#039; to good effect. This does severely limit its effective fighting range however, and on an  open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Tenacious Defense -&amp;gt; Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Brawler -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Alloy Plating/Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward enemies for more uptime on &#039;&#039;Close Combat Specialist&#039;&#039;. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build&#039;s capabilities  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=112596</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=112596"/>
		<updated>2022-11-30T05:18:46Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Run and Gun Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}&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={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Mayhem (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;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=+0.6 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=+0.6 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=+0.6 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+5 | mobtotal=+0.6 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense, Tank&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&amp;amp;G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Tenacious Defense-&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression -&amp;gt; Sprinter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}} {{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. Secondary Sawed-off/autopistol if mobility allows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Targeting Module/Reaper Ammo, Enhanced Optics, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.&lt;br /&gt;
*Killer instinct allows for some beefy crits. Ranger gives unconditional damage with a small boost to mobility and no aim penalties for your secondaries.&lt;br /&gt;
*A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi).&lt;br /&gt;
*Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;HEAT Warheads&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk, psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger -&amp;gt; Rapid Fire -&amp;gt; Heat Warheads-&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The AP grenades can arguably be switched out for another item of choice if needed.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with &#039;&#039;Close Combat Specialist&#039;&#039; to good effect. This does severely limit its effective fighting range however, and on an  open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Tenacious Defense -&amp;gt; Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Brawler -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Alloy Plating/Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward enemies for more uptime on &#039;&#039;Close Combat Specialist&#039;&#039;. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build&#039;s capabilities  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=112595</id>
		<title>Assault (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LWR)&amp;diff=112595"/>
		<updated>2022-11-30T05:18:30Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Run and Gun Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Assault&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The Long War Rebalance &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Close Encounters&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Close Encounters (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Run and Gun (LWR)|text=1|topbotpad=10}}&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={{ Close Combat Specialist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Rapid Fire (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Mayhem (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;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+2-6 | rank1-mob=+0.6 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=- | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=- | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=- | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=+0.6 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+4 | rank1-mob=+0.6 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=- | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+5 | mobtotal=+0.6 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense, Tank&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance Assaults are more specialized than vanilla Assaults. They are more mobile than [[Infantry (LWR)|Infantry]] and capable of much greater burst damage output at close range. Since their innate ability is &#039;&#039;Close Encounters&#039;&#039;, they typically want to be close to the enemy at all times, whether they are tanking damage or dealing it, and Shotguns are a natural choice for their close range focus. However, SMGs are also viable due to their high crit, mobility and crit damage boost.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choices in their builds tend to be a simple one of offense vs. defense at each rank, with some mobility thrown in.&lt;br /&gt;
&lt;br /&gt;
Assaults make good covert operatives. They have high base HP, allowing them to survive better without armor.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Run and Gun Assault===&lt;br /&gt;
The R&amp;amp;G Assault aims to maximize mobility and damage potential to enable extremely long distance sprinting in order to dispatch high value targets that are too hard to reach by other means. It is a high risk high reward build that uses surgical precision removals to turn the tide of entire battles - though it will often leave the Assault isolated from any support. The close range crit nullification of &#039;&#039;Close Encounters&#039;&#039; alleviates some of the risks. Still, it remains by essence an extreme build that operates on a razor edge; R&amp;amp;G Assaults generally burn brightly but briefly and few of them will reach the higher ranks due to grave wounds or even death.&lt;br /&gt;
&lt;br /&gt;
Sample Run and Gun Build:&lt;br /&gt;
&#039;&#039;Run and Gun -&amp;gt; Extra Conditioning or Tenacious Defense-&amp;gt;  Killer Instinct or Ranger -&amp;gt; Rapid Fire -&amp;gt; Aggression -&amp;gt; Sprinter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Run and Gun (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Brawler(LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Killer Instinct (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Aggression (LWR)|align=center|topbotpad=7}} {{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. Secondary Sawed-off/autopistol if mobility allows&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Targeting Module/Reaper Ammo, Enhanced Optics, Respirator Implant, Alien trophy, Combat Stims, Psi Defender(psi), Psi Conduit(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The mobility and 10% free action of Extra Conditioning can be clutch. Tenacious Defense offers some much needed tankyness.&lt;br /&gt;
*Killer instinct allows for some beefy crits. Ranger gives unconditional damage with a small boost to mobility and no aim penalties for your secondaries.&lt;br /&gt;
*A Psi gifted soldier will enjoy the added utility,enhanced stats from Inner Fire and powerful item options in Conduit(psi) and Psi defender(psi).&lt;br /&gt;
*Advanced Perception, Secondary Heart and Adrenaline Surge will help reduce the high risk of harm and/or death inherent to the build. Muscle Fiber density offers greatly improved mobility on a large number of maps. Adaptive Bone Marrow will heavily shorten the likely long wound times.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Assault===&lt;br /&gt;
This build provides the Assault with pinpoint cover destruction and useful AOE damage utility. &#039;&#039;Fragmentation&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;HEAT Warheads&#039;&#039; add range and damage to the Assault&#039;s grenades, maintaining their relevance as the campaign goes on. The innate offensive power of the class allows it to still perform decently once out of grenades - even though it will have reduced mobility due to equipped grenades. This will happen very frequently as the class lacks the &#039;&#039;Packmaster&#039;&#039; perk, psi abilities are thus a good choice to increase the available options of this build.&lt;br /&gt;
&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Fragmentation -&amp;gt; Ranger -&amp;gt; Rapid Fire -&amp;gt; Heat Warheads-&amp;gt; Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Fragmentation (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun or SMG.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The AP grenades can arguably be switched out for another item of choice if needed.&lt;br /&gt;
* Psi is a strong option for this build to add utility after grenades inevitably run out.&lt;br /&gt;
&lt;br /&gt;
===Tank Assault===&lt;br /&gt;
This build focuses on defensive perks to build a durable combatant able to both tank efficiently at range and to shrug off otherwise devastating hits in close quarters. While very sturdy this build does not lack offensive prowess and uses the high base damage of the shotgun coupled with &#039;&#039;Close Combat Specialist&#039;&#039; to good effect. This does severely limit its effective fighting range however, and on an  open map it may lack the opportunity to close in to reliably deliver its damage. Nevertheless it will most often prove a strong and dependable vanguard for your forces if properly supported.  &lt;br /&gt;
&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will to Survive -&amp;gt; Tenacious Defense -&amp;gt; Close Combat Specialist -&amp;gt; Rapid Fire -&amp;gt; Brawler -&amp;gt; Lock n&#039; Load or Sprinter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Close Combat Specialist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Rapid Fire (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Brawler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} {{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Alloy Plating/Reinforced Plating/Regenerative Plating/Chitin Plating, High Cap Mags, Combat Stims, Breaching Ammo, Psi defender(psi).&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;Lock n&#039; Load&#039;&#039; allows a free reload while sprinting toward enemies for more uptime on &#039;&#039;Close Combat Specialist&#039;&#039;. Sprinter offers more flanking and repositioning potential with added mobility. &lt;br /&gt;
* Defensive Gene Mods,Psi and Officer are all viable paths to enhance this build&#039;s capabilities  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112594</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112594"/>
		<updated>2022-11-30T05:13:09Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Grenadier Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}} {{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; Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Snapshot (+1 OW shot) and Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 5 shots a turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Snapshot -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; HEAT Warheads  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
&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>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112593</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112593"/>
		<updated>2022-11-30T05:12:49Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Grenadier Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}} {{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; Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Snapshot (+1 OW shot) and Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 5 shots a turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Snapshot -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; HEAT Warheads  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{HEAT Warheads (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112592</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112592"/>
		<updated>2022-11-30T05:11:49Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Overwatch Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}} {{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; Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Snapshot (+1 OW shot) and Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 5 shots a turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Snapshot -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112591</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112591"/>
		<updated>2022-11-30T05:11:12Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Overwatch Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}} {{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; Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Snapshot (+1 OW shot) and Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 5 shots a turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Vital Point Targeting -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112590</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112590"/>
		<updated>2022-11-30T05:06:58Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Tank Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}} {{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; Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Vital Point Targeting -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* CST vs VPT is left to the Commander&#039;s discretion.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112589</id>
		<title>Infantry (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(LWR)&amp;diff=112589"/>
		<updated>2022-11-30T05:06:41Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Tank Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from the Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{ Light &#039;Em Up (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{ Lock n&#039; Load (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{ Bring &#039;Em On (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{ HEAT Warheads (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15&lt;br /&gt;
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3&lt;br /&gt;
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3&lt;br /&gt;
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10 &lt;br /&gt;
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, and &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, and &#039;&#039;&#039;Ranger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of &#039;&#039;Light &#039;Em Up&#039;&#039; to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Tank Build:&lt;br /&gt;
&#039;&#039;Will To Survive -&amp;gt; Tenacious Defense or Lock n&#039; Load -&amp;gt; Extra Conditioning or First Aid -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting   -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n&#039; Load (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Snapshot (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Tenacious Defense can be switched out for Lock n&#039; Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).&lt;br /&gt;
* Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.&lt;br /&gt;
&lt;br /&gt;
===Overwatch Infantry===&lt;br /&gt;
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With &#039;&#039;Lock n&#039; Load&#039;&#039; and &#039;&#039;Sentinel&#039;&#039; providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. &#039;&#039;Light &#039;Em Up&#039;&#039; also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample OW Build:&lt;br /&gt;
&#039;&#039;Sentinel -&amp;gt; Lock n&#039; Load -&amp;gt; Impact -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Vital Point Targeting -&amp;gt; Aggression&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Lock n&#039; Load (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} &lt;br /&gt;
|level6={{Aggression (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Assault rifle, Battle Rifle, SMG&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* CST vs VPT is left to the Commander&#039;s discretion.&lt;br /&gt;
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.&lt;br /&gt;
* Psi is also a strong option thanks to the Infantry high will growth&lt;br /&gt;
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.&lt;br /&gt;
&lt;br /&gt;
===Grenadier Infantry===&lt;br /&gt;
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains &#039;&#039;Packmaster&#039;&#039; very late on the build.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sample Grenadier Build:&lt;br /&gt;
&#039;&#039;Grenadier -&amp;gt; Mayhem -&amp;gt; Extra Conditioning  -&amp;gt; Ranger -&amp;gt; Critical System Targeting or Snapshot or Vital Point Targeting  -&amp;gt; Packmaster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG, Carbine, Arc Rifle with secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; HE grenades, AP grenades, Alien/Plasma grenades.&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.&lt;br /&gt;
* High aim growth and Light &#039;Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.&lt;br /&gt;
* The Gunnery Sergeant perk is left to the Commander&#039;s discretion. Do keep in mind that CST does not work with the Arc rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112588</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112588"/>
		<updated>2022-11-30T03:51:25Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Mayhem Overwatch Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. 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;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Kitted (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+12-20 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Kitted -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{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={{Disabling Shot (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 mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*All 3 perks at CPL level are viable on this build. Impact gives a little more damage output from penetration and adds the utility of overwatch clearing, Kitted&#039;s extra ammo is very relevant as ITZ snipers function best with 4 ammo which opens up other choices for equipment slots, and Sharpshooter increases aim in a straightforward manner which is always welcome.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets, BEO offers a more straightforward damage increase, while VPT offers the most damage potential but is also the most situational.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+70% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+70% damage from &#039;&#039;Mayhem&#039;&#039; and significant aim bonus from &#039;&#039;Opportunist&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Sharpshooter/Kitted -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle. Sniper rifles are not recommended if relying on Overwatch as it doesn&#039;t work with Squadsight which means your sniper needs to keep up with the front lines, and they usually can&#039;t do this if they are being slowed down by heavy equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112587</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112587"/>
		<updated>2022-11-30T03:51:07Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Mayhem Overwatch Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. 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;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Kitted (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+12-20 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Kitted -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{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={{Disabling Shot (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 mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*All 3 perks at CPL level are viable on this build. Impact gives a little more damage output from penetration and adds the utility of overwatch clearing, Kitted&#039;s extra ammo is very relevant as ITZ snipers function best with 4 ammo which opens up other choices for equipment slots, and Sharpshooter increases aim in a straightforward manner which is always welcome.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets, BEO offers a more straightforward damage increase, while VPT offers the most damage potential but is also the most situational.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+70% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+70% damage from &#039;&#039;Mayhem&#039;&#039; and significant aim bonus from &#039;&#039;Opportunist&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Sharpshooter/Kitted -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike Rifle. Sniper rifles are not recommended if relying on Overwatch as it doesn&#039;t work with Squadsight which means your sniper needs to keep up with the front lines, and they usually can&#039;t do this if they are being slowed down by heavy equipment.&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112586</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112586"/>
		<updated>2022-11-30T03:47:38Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Double Tap Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. 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;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Kitted (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+12-20 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Kitted -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{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={{Disabling Shot (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 mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*All 3 perks at CPL level are viable on this build. Impact gives a little more damage output from penetration and adds the utility of overwatch clearing, Kitted&#039;s extra ammo is very relevant as ITZ snipers function best with 4 ammo which opens up other choices for equipment slots, and Sharpshooter increases aim in a straightforward manner which is always welcome.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets, BEO offers a more straightforward damage increase, while VPT offers the most damage potential but is also the most situational.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+70% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+70% damage from &#039;&#039;Mayhem&#039;&#039; and significant aim bonus from &#039;&#039;Opportunist&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Sharpshooter/Kitted -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112585</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112585"/>
		<updated>2022-11-30T03:46:35Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Mayhem Overwatch Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sniper&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
Long War Rebalanced &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. 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;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Kitted (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+12-20 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Kitted -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{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={{Disabling Shot (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 mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*All 3 perks at CPL level are viable on this build. Impact gives a little more damage output from penetration and adds the utility of overwatch clearing, Kitted&#039;s extra ammo is very relevant as ITZ snipers function best with 4 ammo which opens up other choices for equipment slots, and Sharpshooter increases aim in a straightforward manner which is always welcome.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets, BEO offers a more straightforward damage increase, while VPT offers the most damage potential but is also the most situational.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+70% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+70% damage from &#039;&#039;Mayhem&#039;&#039; and significant aim bonus from &#039;&#039;Opportunist&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost. Steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Sharpshooter/Kitted -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Sharpshooter (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112584</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112584"/>
		<updated>2022-11-30T02:58:45Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* 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;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Kitted (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+12-20 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Kitted -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{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={{Disabling Shot (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 mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*All 3 perks at CPL level are viable on this build. Impact gives a little more damage output from penetration and adds the utility of overwatch clearing, Kitted&#039;s extra ammo is very relevant as ITZ snipers function best with 4 ammo which opens up other choices for equipment slots, and Sharpshooter increases aim in a straightforward manner which is always welcome.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets, BEO offers a more straightforward damage increase, while VPT offers the most damage potential but is also the most situational.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+50% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+100% from &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; and a near guaranteed stagger with &#039;&#039;Impact&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost and thus only high aim Snipers (&amp;gt; 95 after initial promotion) should be considered. Even then, steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Impact -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112583</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112583"/>
		<updated>2022-11-30T02:58:03Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* 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;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Kitted (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+12-20 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Impact or Holo Rounds -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{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={{Disabling Shot (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 mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*All 3 perks at CPL level are viable on this build. Impact gives a little more damage output from penetration and adds the utility of overwatch clearing, Kitted&#039;s extra ammo is very relevant as ITZ snipers function best with 4 ammo which opens up other choices for equipment slots, and Sharpshooter increases aim in a straightforward manner which is always welcome.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets, BEO offers a more straightforward damage increase, while VPT offers the most damage potential but is also the most situational.&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+50% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+100% from &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; and a near guaranteed stagger with &#039;&#039;Impact&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost and thus only high aim Snipers (&amp;gt; 95 after initial promotion) should be considered. Even then, steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Impact -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112582</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112582"/>
		<updated>2022-11-30T02:49:56Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Marksman Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tinker (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={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{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={{Disabling Shot (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;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Tinker -&amp;gt; Packmaster -&amp;gt; Concealment -&amp;gt; Kitted/Shadowstep -&amp;gt; Disabling Shot/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={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (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 or Arc Rifle&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&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Disabling Shot&#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}} {{Vital Point Targeting (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}}&lt;br /&gt;
|level6={{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when paired with Impact for clearing overwatch/Reactive Targeting Sensors from dangerous enemies without burning through consumables. Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{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; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112581</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112581"/>
		<updated>2022-11-30T02:47:53Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Hit and Run Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tinker (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={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{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={{Disabling Shot (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;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Tinker -&amp;gt; Packmaster -&amp;gt; Concealment -&amp;gt; Kitted/Shadowstep -&amp;gt; Disabling Shot/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={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (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 or Arc Rifle&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&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (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}}&lt;br /&gt;
|level6={{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when paired with Impact for clearing overwatch/Reactive Targeting Sensors from dangerous enemies without burning through consumables. Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{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; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112580</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112580"/>
		<updated>2022-11-30T02:46:33Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Marksman Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tinker (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={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{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={{Disabling Shot (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;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Tinker -&amp;gt; Packmaster -&amp;gt; Concealment -&amp;gt; Kitted/Shadowstep -&amp;gt; Disabling Shot/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={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (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 or Arc Rifle&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&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (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}}&lt;br /&gt;
|level6={{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when paired with Impact for clearing overwatch/Reactive Targeting Sensors from dangerous enemies without burning through consumables. Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112579</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112579"/>
		<updated>2022-11-30T02:45:53Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Marksman Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tinker (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={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{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={{Disabling Shot (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;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Tinker -&amp;gt; Packmaster -&amp;gt; Concealment -&amp;gt; Kitted/Shadowstep -&amp;gt; Disabling Shot/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={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (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 or Arc Rifle&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&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (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}}&lt;br /&gt;
|level6={{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful for clearing overwatch/Reactive Targeting Sensors from dangerous enemies without burning through consumables. Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112578</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112578"/>
		<updated>2022-11-30T02:45:29Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Marksman Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tinker (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={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{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={{Disabling Shot (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;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Tinker -&amp;gt; Packmaster -&amp;gt; Concealment -&amp;gt; Kitted/Shadowstep -&amp;gt; Disabling Shot/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={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (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 or Arc Rifle&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&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful for clearing overwatch/Reactive Targeting Sensors from dangerous enemies without burning through consumables. Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112577</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112577"/>
		<updated>2022-11-30T02:42:07Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Marksman Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tinker (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={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{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={{Disabling Shot (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;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Tinker -&amp;gt; Packmaster -&amp;gt; Concealment -&amp;gt; Kitted/Shadowstep -&amp;gt; Disabling Shot/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={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (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 or Arc Rifle&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&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112576</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=112576"/>
		<updated>2022-11-30T02:39:38Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* Support Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{Tinker (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={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{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={{Disabling Shot (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;
== Attribute Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+4-12&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+0-1&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+7-22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+8 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+2 | rank2-mob=- | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+1&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+15 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, and &#039;&#039;Vital Point Targeting&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Impact&#039;&#039;, &#039;&#039;Bullseye&#039;&#039; and &#039;&#039;Snapshot&#039;&#039; can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy.  &lt;br /&gt;
&#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===Support Scout===&lt;br /&gt;
The support Scout uses &#039;&#039;Smoke And Mirrors&#039;&#039; to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, &#039;&#039;Disabling Shot&#039;&#039; and the ever important &#039;&#039;Recon&#039;&#039; ability bundled with &#039;&#039;Low Profile&#039;&#039; for added survivability. &#039;&#039;Concealment&#039;&#039; will allow the build to scout safely ahead and get the drop on unactivated ennemies with a well placed Concussion or Acid grenade.&lt;br /&gt;
&lt;br /&gt;
Sample Support Build:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; Tinker -&amp;gt; Packmaster -&amp;gt; Concealment -&amp;gt; Kitted/Shadowstep -&amp;gt; Disabling Shot/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={{Tinker (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Kitted (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Disabling Shot (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 or Arc Rifle&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&lt;br /&gt;
&lt;br /&gt;
===Marksman Scout===&lt;br /&gt;
The Marksman Scout offers consistent fire support at up to mid &#039;&#039;Squadsight&#039;&#039; range through &#039;&#039;Bullseye&#039;&#039; and a Marksman Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers and safely clear overwatch when paired with &#039;&#039;Snapshot&#039;&#039; and &#039;&#039;Impact&#039;&#039;. This build can be assimilated to a less damaging but more mobile Sniper with added utility in &#039;&#039;Recon&#039;&#039;, Battle scanners and immediate overwatch clearing.  &lt;br /&gt;
&lt;br /&gt;
Sample Marksman Build:&lt;br /&gt;
&#039;&#039;Bullseye -&amp;gt; Snapshot -&amp;gt; Impact -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Extra Conditioning or Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Strike rifle. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Marksman&#039;s Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!). Extra conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated ennemy)&lt;br /&gt;
&lt;br /&gt;
===Hit and Run Scout===&lt;br /&gt;
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for &#039;&#039;Hit and Run&#039;&#039; to activate. Properly supported, the HnR Scout can efficiently and reliably &#039;delete&#039; high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of &#039;&#039;Recon&#039;&#039; stays a welcome addition to any squad.&lt;br /&gt;
&lt;br /&gt;
Sample Hit and Run Build:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Shadowstep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; SMG or Shotgun. Secondary Sawn-off or autopistol&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; Targeting Module, High cap Mags, Alien Trophy/Respirator Implant/Reaper ammo,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes&lt;br /&gt;
* Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.&lt;br /&gt;
* A SMG guarantees critical hits on exposed target but suffers from low ammo and very limited damage to targets immune to critical hits.&lt;br /&gt;
* A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits.&lt;br /&gt;
* Muscle fiber density allows for extended reach in a large number of maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112575</id>
		<title>Sniper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(LWR)&amp;diff=112575"/>
		<updated>2022-11-30T02:26:09Z</updated>

		<summary type="html">&lt;p&gt;Rino: /* 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;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Squadsight (LWR) |text=1|topbotpad=10}}{{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{In The Zone (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal2={{Mayhem (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|LCorporal3={{Double Tap (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal1={{Sharpshooter (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal2={{Kitted (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Corporal3={{Impact (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant1={{Ranger (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant2={{Executioner (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|Sergeant3={{Opportunist (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|TechSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|GunSgt3={{Bring &#039;Em On (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
|MSgt2={{Lone Wolf (LWR) |text=1|topbotpad=10}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+0-1 (50%) | rank1-aim=+12-20 | rank1-mob=- | rank1-will=+2-6&lt;br /&gt;
| rank2-hp=+0-1 (10%) | rank2-aim=+2-6 | rank2-mob=- | rank2-will=+0-2&lt;br /&gt;
| rank3-hp=+0-1 (10%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=+0-1 (10%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=+0-1 (10%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=+0-1 (10%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+1-3 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+0-6 | aimtotal=+15-45 | mobtotal=- | willtotal=+2-8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predictable Potential:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+16 | rank1-mob=- | rank1-will=+4 &lt;br /&gt;
| rank2-hp=- | rank2-aim=+4 | rank2-mob=- | rank2-will=+1&lt;br /&gt;
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=-&lt;br /&gt;
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=-&lt;br /&gt;
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=-&lt;br /&gt;
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=-&lt;br /&gt;
| rank7-hp=- | rank7-aim=+2 | rank7-mob=- | rank7-will=-&lt;br /&gt;
| hptotal=+1 | aimtotal=+30 | mobtotal=- | willtotal=+5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Snipers are quite similar to vanilla, but there are a few differences. In The Zone and Double Tap remain good choices for taking multiple shots per turn, but the addition of high damage from Mayhem gives Snipers a high damage per shot option. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use Sniper Rifles, which are powerful and effective at ranges, but only allow firing if the user hasn&#039;t moved. They can also use Strike Rifles, which can be fired after moving but have a larger penalty to aim at large Squadsight ranges and noticably less damage potential. Snipers can use Assault Rifles as well, but this isn&#039;t particularly useful in practice.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
===In The Zone Sniper===&lt;br /&gt;
The ITZ Sniper must first setup with a steadying turn before delivering a hail of three high powered sniper shots. On the next turn a normal shot may be fired to trigger a full free reload so the cycle may begin anew the following turn. This optimal turn pattern of Steadying &amp;gt; Shoot x 3 &amp;gt; Shoot + Reload is heavily reliant on positioning as the sniper has very few actions to spare for correcting said positioning. Additionally, any disruption (a hit taken while steadying, an alien flanking) can cut deeply into the effectiveness of this build. On the other hand, a timely Command charge from an officer or a lucky &#039;&#039;Commanding Officer&#039;&#039;/&#039;&#039;Extra conditioning&#039;&#039; proc can greatly increase overall damage per turn. &lt;br /&gt;
&lt;br /&gt;
Sample In The Zone Build:&lt;br /&gt;
&#039;&#039;In the Zone -&amp;gt; Impact or Holo Rounds -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Bring &#039;Em On-&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{In The Zone (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle. A strike rifle is not recommended due to the mandatory steadying setup of ITZ which discourages mouvement.Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*The overwatch clearing capabilities of Impact is a strong sell, but can be switched out for Holo Rounds if needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed.&lt;br /&gt;
*Disabling shot offers more utility against dangerous targets while BEO offers a more straightforward damage increase&lt;br /&gt;
&lt;br /&gt;
===Mayhem Overwatch Sniper===&lt;br /&gt;
The Mayhem Overwatch Sniper specializes in delivering high single target damage at &#039;&#039;Squadsight&#039;&#039; range. Depending on the situation, the Sniper must decide whether to shoot directly at a high value target or to enter overwatch to prepare to respond to alien actions. The former offers more flexibility with high damage on the normal shot (+50% from &#039;&#039;Mayhem&#039;&#039;) while the latter sacrifices the ability to pick a specific target for truly devastating damage on the reaction shot (+100% from &#039;&#039;Mayhem&#039;&#039; and &#039;&#039;Opportunist&#039;&#039; and a near guaranteed stagger with &#039;&#039;Impact&#039;&#039;). Due to the inability of this build to fire more than once per turn, any missed shot has a high opportunity cost and thus only high aim Snipers (&amp;gt; 95 after initial promotion) should be considered. Even then, steadying is generally a good idea if preparing to pick off a specific high value target.&lt;br /&gt;
&lt;br /&gt;
Sample Mayhem Overwatch Build:&lt;br /&gt;
&#039;&#039;Mayhem -&amp;gt; Impact -&amp;gt; Opportunist -&amp;gt; Precision Shot -&amp;gt; Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Opportunist (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*VPT will increase damage significantly against biological targets while BEO will provide a more general damage increase&lt;br /&gt;
&lt;br /&gt;
===Double Tap Sniper===&lt;br /&gt;
The Double Tap Sniper is a middle ground between the setup reliant &#039;&#039;In the Zone&#039;&#039; and the immediate power of &#039;&#039;Mayhem&#039;&#039;. It has the least potential damage, but its distinguishing strength is its flexibility and ease of use. It features both burst and sustained damage, depending on how you choose to spend the sniper&#039;s shots - concentrating your fire on one target, or weakening two targets. Out of all three Sniper builds it is the most forgiving on mediocre aim rolls (~85 after initial promotion) thanks to aim boosting perks such has &#039;&#039;Holo Rounds&#039;&#039; and &#039;&#039;Executioner&#039;&#039;. If the extra aim isn&#039;t needed then damage boosting perks may be picked instead. Finally, do keep in mind that &#039;&#039;Double Tap&#039;&#039; activates every other turn and thus a turn spent steadying between activations is more optimal damage wise (when equipped with High Cap Mags).&lt;br /&gt;
&lt;br /&gt;
Sample Double Tap Sniper Build:&lt;br /&gt;
&#039;&#039;Double Tap -&amp;gt; Holo Rounds or Impact -&amp;gt; Executioner or Ranger -&amp;gt; Precision Shot -&amp;gt; Disabling Shot or Vital Point Targeting or Bring &#039;Em On  -&amp;gt; Extra Conditioning&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Double Tap (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Executioner (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Bring &#039;Em On (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Weapons:&#039;&#039;&#039; Sniper rifle or strike rifle on close combat maps. Secondary autopistol.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recommended Equipment:&#039;&#039;&#039; High Cap Mags, Scope/Alloy bipod, Damage boosting ammunition or Flak ammo. &lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*Holo Rounds can be switched for Impact if the extra aim and utility isn&#039;t needed.&lt;br /&gt;
*Executioner can be switched for Ranger if the extra aim isn&#039;t needed. Ranger is also a good choice for close combat maps where a strike rifle flanker is a better alternative to the sniper rifle.&lt;br /&gt;
*The Gunnery Sergeant perks are all viable. Pick Disabling shot for added utility, VPT or BEO for extra conditional damage.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}} &lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Rino</name></author>
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