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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Saru</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Saru"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Saru"/>
	<updated>2026-05-01T08:16:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=58375</id>
		<title>Guardian (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=58375"/>
		<updated>2014-08-02T09:52:22Z</updated>

		<summary type="html">&lt;p&gt;Saru: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Medic class&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Never panic as a result of allies panicking or getting wounded or killed.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided) &#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 3 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 5 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows medikits and restorative mist kits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 3 Will: 0 Mob: 1&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 0 Will: 2 Mob: 1&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]&#039;&#039;&#039;Jetboot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SNIPER_OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 0 Mob: 1&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 1 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resillience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 3 Will: 3 Mob: 1&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Saru</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(Long_War)&amp;diff=58374</id>
		<title>Marauder (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marauder_(Long_War)&amp;diff=58374"/>
		<updated>2014-08-02T09:49:29Z</updated>

		<summary type="html">&lt;p&gt;Saru: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Assault class&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons does one additional damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 3 Mob: 1&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and +10% Crit chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]&#039;&#039;&#039;Jetboot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 4 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 1&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage with guns against targets whose species have been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 2 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Saru</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=58373</id>
		<title>Valkyrie (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=58373"/>
		<updated>2014-08-02T09:45:44Z</updated>

		<summary type="html">&lt;p&gt;Saru: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Infantry class&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039; +15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: +2 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When activated confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: +1&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: +2 Will: +2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Primary weapon receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reaload their primary weapon as their first action of the turn without ending the turn.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as damage increases.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage with guns against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: +1&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman&#039;s and Strike Rifles.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;Aim: +3 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;Aim:  0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;Aim:  0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Saru</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=58372</id>
		<title>Jaeger (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=58372"/>
		<updated>2014-08-02T09:43:48Z</updated>

		<summary type="html">&lt;p&gt;Saru: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a Sniper), and a plethora of offensive perks to increase damage. Jaegers&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage with guns against targets whose species have been autopsied.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10% crit, and +10 hit against enemies in full cover.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 1 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons does one additional damage.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]&#039;&#039;&#039;Jetboot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 1&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;+10 aim and +10% critical chance if you are not within 7 tiles of an allied unit.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and +10% Crit chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman&#039;s and Strike Rifles.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner&#039;s LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 19&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 27&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 7 || 34&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Saru</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=58371</id>
		<title>Jaeger (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=58371"/>
		<updated>2014-08-02T09:42:26Z</updated>

		<summary type="html">&lt;p&gt;Saru: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Sniper class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (better even than a Sniper), and a plethora of offensive perks to increase damage. Jaegers&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage with guns against targets whose species have been autopsied.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10% crit, and +10 hit against enemies in full cover.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 1 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons does one additional damage.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]&#039;&#039;&#039;Jetboot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 1&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;+10 aim and +10% critical chance if you are not within 7 tiles of an allied unit.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and +10% Crit chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range. Extended range weapons (MEC primary weapons, Marksman and Strike Rifle and LMGs) gain roughly 5 extra tiles range. Sniper rifles have infinite range. Overwatch fire does not extend to squadsight ranges except with Marksman&#039;s and Strike Rifles.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner&#039;s LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 19&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 27&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 7 || 34&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Saru</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=58369</id>
		<title>Pathfinder (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=58369"/>
		<updated>2014-08-02T09:36:50Z</updated>

		<summary type="html">&lt;p&gt;Saru: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Scout class. Mirroring the Scouts they&#039;re recruited from, Pathfinders are mobile and very flexible in combat. Their aim progression is surpassed only by Jaegers and Snipers and their HP progression is average. Pathfinders have a range of offensive and defensive perks, allowing them to be customized for a number of combat roles.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When activated confers the ability to jump to normally inaccessible heights for the rest of the turn&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided) &#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will:  Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: +2 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:ASSAULT_FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: +1&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: +1&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: +2 Will: 0 Mob: +1&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER_EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:Council_Medal_of_Honor_2_(EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: +3 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: +2 Will: +2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:HEAVY_SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns. Rocketeers get a special purpose rocket while a Gunner&#039;s LMG gets loaded with shredder ammo. Shredder rockets are weaker than a standard rockets and cannot penetrate cover.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:HEAVY_RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: +2 Will: 0 Mob: +1&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SNIPER_SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squadsight&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SNIPER_ITZ.png|32px|center]]&#039;&#039;&#039;In the Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT_LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 4 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 16&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 23&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 6 || 29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Saru</name></author>
	</entry>
</feed>