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	<updated>2026-05-01T08:11:45Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=100698</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=100698"/>
		<updated>2021-05-12T18:05:13Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: updated description to clarify interaction between LnL and HnR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Pathfinder (Long War).png|left|frame|64px|Pathfinder]]&lt;br /&gt;
{{Toc (Long War)|11}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; 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;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Hit And Run (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Lone Wolf (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Damn Good Ground (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Squadsight (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Lightning Reflexes (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=2(-3) || rank3-hp-total=2 || rank3-aim-total=9 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=2(-3) || rank5-hp-total=3 || rank5-aim-total=15 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=2(-3) || rank6-hp-total=3 || rank6-aim-total=18 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=2(-3) || rank7-hp-total=4 || rank7-aim-total=21 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===SS Marksman===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Flush (Long War)}} &lt;br /&gt;
|SGT={{ Executioner (Long War)}} &lt;br /&gt;
|TSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|GSG={{ Squadsight (Long War)}} &lt;br /&gt;
|MSG={{ Rapid Fire (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=great damage, good range&lt;br /&gt;
|Weakness=somewhat vulnerable, burns ammo very quickly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, Hi Cap Mags, SCOPE&lt;br /&gt;
|Power Ranks=TSG and MSG for dmg, GSG for range and safety&lt;br /&gt;
|Description=This build focuses on laying down fire from long range, occasionally moving for flanks when available or necessary.  Compared to a non-overwatch Valkyrie this build offers better mobility with HnR+Lone Wolf vs Light Em UP+Platform Stability and better accuracy due to having Executioner and Lone Wolf affecting all shots (not just the first for PS) at the cost of less damage (either overall with Shredder Ammo or against mechs with HEAT).  Executioner can be dropped for Ranger or Repair Servos to gain more dmg or a bit of tank if desired.  Flush is useful for consistently securing kills and supporting overwatch teammates, but it can be dropped for Sharpshooter or even DGG.&lt;br /&gt;
|Strategic Analysis=This glass cannon build is most effective against stragglers, or attacking from just outside standard sight range. Like the Squadsight (SS) Jaeger builds, the trick is to keep it within 18-23 tile range to take advantage of SS, while taking up to 3 shots against uncovered targets using HnR and Rapid Fire. Alternately, you can maneuver for a HnR flank shot then retreat.  Cover destruction support to maximize HnR efficiency without needing to do potentially dangerous maneuvers for flanks is greatly appreciated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crazed Gunman===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Damn Good Ground (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Rapid Fire (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=great damage&lt;br /&gt;
|Weakness=somewhat vulnerable&lt;br /&gt;
|Battles=All, especially Terror Missions&lt;br /&gt;
|Loadout=Mobile Exosuit, Tactical Sensors, Battle Computer, SCOPE&lt;br /&gt;
|Power Ranks=TSG and MSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=Similar to the SS Marksman, but trades the safety of range for the ability to constantly lay down massive volume of fire.  DGG is good for abusing high ground to get fantastic shots with relative safety, but can be dropped for Sharpshooter to get more crits or even Flush.  If DGG is dropped, mobile exosuit is no longer necessarily required if you prefer heavy suits.  Repair Servos can also be dropped for Executioner if you don&#039;t mind having a MEC with no tank perks.  Tactical Sensors and/or a Battle Computer are very important for preventing this soldier from being overwhelmed.  &lt;br /&gt;
|Strategic Analysis=Flank around the sides of enemy lines whenever possible for powerful flank shots and also to keep some enemies out of range from this soldier.  This build&#039;s sustained volume of fire combined with its mobility is especially good on terror missions where a.) killing lots of enemies very quickly is necessary to minimize civilian casualties and b.) lots of single target damage is sometimes needed to take out a high level squad leader.  Unfortunately, Hit and Run cannot be activated on the same turn as reloading with Lock N&#039; Load (This is likely a bug caused by the two abilities using the same game resources, but very important to keep in mind when planning turns).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=100488</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=100488"/>
		<updated>2021-04-26T04:52:28Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: /* Bot Blaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Valkyrie (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;Valkyrie]]&lt;br /&gt;
{{Toc (Long War)|30}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Rapid Reaction (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=2(-3) || rank3-hp-total=2 || rank3-aim-total=9 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=2(-3) || rank5-hp-total=3 || rank5-aim-total=15 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=2(-3) || rank6-hp-total=3 || rank6-aim-total=18 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=2(-3) || rank7-hp-total=4 || rank7-aim-total=21 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Frontline Offensive Support&lt;br /&gt;
&lt;br /&gt;
With a decent selection of both offensive and defensive perks, this versatile MEC can lock down aliens with precise overwatch or simply brute force it&#039;s way through firefights. &lt;br /&gt;
&lt;br /&gt;
The Valkyrie is nearly identical to the Infantry class in terms of roles and versatility. With &#039;&#039;&#039;Light &#039;em up&#039;&#039;&#039; as the first ability, the Valkyrie&#039;s primary weapon is its Main Gun.&lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Automated Threat Assessment, Rapid Reaction, and Opportunist&#039;&#039;&#039; the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this and importantly lacks &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;. With a decent aim progression and it&#039;s increased damage output, by virtue of being a MEC, it handily replaces the Infantry&#039;s role as the primary Overwatcher during the late game. At Sergeant the Valkyrie can pick up &#039;&#039;&#039;HEAT Ammo, Shredder Ammo, or Lock &#039;n Load&#039;&#039;&#039;, adding to the squad versatility; if your squad already has Shredder Ammo, use a HEAT Valkyrie, and vice versa.  &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; allows the Overwatch build to fire up to four times per turn. &lt;br /&gt;
&lt;br /&gt;
As it utilizes its main gun, due to its abilities, it&#039;s very important to keep an eye on its ammo reserve. Reloading often and giving it perks and utility items that increases its ammo capacity, ensures that it will never run dry, during a critical moment.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Overwatch===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Automated Threat Assessment (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Lock N Load (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Aggression (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=+2 will&lt;br /&gt;
|Strength=great damage potential&lt;br /&gt;
|Weakness=lack of covering fire can make it too passive&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, SCOPE, Tactical Sensors&lt;br /&gt;
|Power Ranks=TSG brings overwatch online, MSG for dmg&lt;br /&gt;
|Description=The overwatch Valkyrie has staggering damage potential.  However, Lack of Covering Fire makes Flush support necessary to make this damage a reality consistently.  It also makes the build very underwhelming against large mechanical units who may not even move on their turn.  Secondary weapons are entirely up to preference, if you bring any at all.&lt;br /&gt;
|Strategic Analysis=Plays similarly to any other overwatch build, except with LOTS of damage and no need for cover which often gives better sightlines.  Interestingly, the only truly core perks for overwatching are Rapid Reaction and Opportunist.  ATA, Aggression, and VPT can all be exchanged for Ranger, Repair Servos, or Absorption Fields depending on your personal desire for tank vs damage.  Even LNL can be dropped for HEAT ammo if you don’t mind having turns where you can’t overwatch because you need to reload.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bot Blaster===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Ranger (Long War)}} &lt;br /&gt;
|CPL={{ Platform Stability (Long War)}} &lt;br /&gt;
|SGT={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|TSG={{ Damage Control (Long War)}} &lt;br /&gt;
|GSG={{ Repair Servos (Long War)}} &lt;br /&gt;
|MSG={{ Rapid Fire (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=good damage, good durability, shreds mechanicals&lt;br /&gt;
|Weakness=goes through ammo very quickly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, SCOPE, Hi Cap Mags&lt;br /&gt;
|Power Ranks=SGT for mech crushing, GSG for durability, MSG for damage output&lt;br /&gt;
|Description=If you hate enemy mechanical units so much you want to turn Level 9 squad leader mechs into speedbumps, this is the soldier for the job.  Also provides good damage against non mechs.&lt;br /&gt;
|Strategic Analysis=Mechtoids and Sectopods are sitting ducks against this build, but flyers can be problematic due to lacking Deadeye.  However sheer volume of fire with holo support is usually enough to take them out or at least chunk them severely.  Awkwardly, however, the high level mechanicals that this build wants to gun down will also sometimes have HEAT ammo, so try to kill them in one turn or be ready to debuff with Chem Grenades and Suppression for a turn.  Furthermore while this build is relatively durable it isn’t really a true tank and shouldn’t be expected to bear the brunt of enemy fire too often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shredder Support/DPS===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Flush (Long War)}} &lt;br /&gt;
|CPL={{ Platform Stability (Long War)}} &lt;br /&gt;
|SGT={{ Shredder Ammo (Long War)}} &lt;br /&gt;
|TSG={{ Damage Control (Long War)}} &lt;br /&gt;
|GSG={{ Repair Servos (Long War)}} &lt;br /&gt;
|MSG={{ Rapid Fire (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=great damage, good durability, good support&lt;br /&gt;
|Weakness=goes through ammo very quickly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, SCOPE, Hi Cap Mags&lt;br /&gt;
|Power Ranks=SGT for shredder support, GSG for durability, MSG for damage output&lt;br /&gt;
|Description=Plays similarly to the Bot Blaster, but trades raw power against mechanicals for better support and damage against non-mechanicals.  Rapid Fire increases the odds that at least one shot will connect and apply Shredded under most circumstances and provides loads of damage if both shots hit, but Vital Point Targeting can be taken to conserve some ammo and synergize better with Flush.&lt;br /&gt;
|Strategic Analysis= Flush consistently applies Shredder, sets up easy kills for overwatching teammates, and still deals a noticeable chunk of damage due to MEC Primaries’ large base damage.  Use it liberally against cover based enemies in good cover positions.  Against coverless enemies like Berserkers, Mechs, or hapless souls whose cover recently exploded make it rain with Rapid Fire.  The biggest limitation of this build is ammo so bring Hi Cap Mags, prioritize the Ammo Conservation foundry project, and reload whenever possible to stay ready for the next pod.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pathfinder_(Long_War)&amp;diff=100487</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=100487"/>
		<updated>2021-04-25T01:59:34Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting, fleshed out tactical info/suggestions, and added another build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Pathfinder (Long War).png|left|frame|64px|Pathfinder]]&lt;br /&gt;
{{Toc (Long War)|11}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Scout&#039;&#039;&#039; 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;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Hit And Run (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Lone Wolf (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Damn Good Ground (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Squadsight (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Lightning Reflexes (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=2(-3) || rank3-hp-total=2 || rank3-aim-total=9 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=2(-3) || rank5-hp-total=3 || rank5-aim-total=15 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=2(-3) || rank6-hp-total=3 || rank6-aim-total=18 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=2(-3) || rank7-hp-total=4 || rank7-aim-total=21 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===SS Marksman===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Flush (Long War)}} &lt;br /&gt;
|SGT={{ Executioner (Long War)}} &lt;br /&gt;
|TSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|GSG={{ Squadsight (Long War)}} &lt;br /&gt;
|MSG={{ Rapid Fire (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=great damage, good range&lt;br /&gt;
|Weakness=somewhat vulnerable, burns ammo very quickly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, Hi Cap Mags, SCOPE&lt;br /&gt;
|Power Ranks=TSG and MSG for dmg, GSG for range and safety&lt;br /&gt;
|Description=This build focuses on laying down fire from long range, occasionally moving for flanks when available or necessary.  Compared to a non-overwatch Valkyrie this build offers better mobility with HnR+Lone Wolf vs Light Em UP+Platform Stability and better accuracy due to having Executioner and Lone Wolf affecting all shots (not just the first for PS) at the cost of less damage (either overall with Shredder Ammo or against mechs with HEAT).  Executioner can be dropped for Ranger or Repair Servos to gain more dmg or a bit of tank if desired.  Flush is useful for consistently securing kills and supporting overwatch teammates, but it can be dropped for Sharpshooter or even DGG.&lt;br /&gt;
|Strategic Analysis=This glass cannon build is most effective against stragglers, or attacking from just outside standard sight range. Like the Squadsight (SS) Jaeger builds, the trick is to keep it within 18-23 tile range to take advantage of SS, while taking up to 3 shots against uncovered targets using HnR and Rapid Fire. Alternately, you can maneuver for a HnR flank shot then retreat.  Cover destruction support to maximize HnR efficiency without needing to do potentially dangerous maneuvers for flanks is greatly appreciated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crazed Gunman===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Damn Good Ground (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Rapid Fire (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=great damage&lt;br /&gt;
|Weakness=somewhat vulnerable&lt;br /&gt;
|Battles=All, especially Terror Missions&lt;br /&gt;
|Loadout=Mobile Exosuit, Tactical Sensors, Battle Computer, SCOPE&lt;br /&gt;
|Power Ranks=TSG and MSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=Similar to the SS Marksman, but trades the safety of range for the ability to constantly lay down massive volume of fire.  DGG is good for abusing high ground to get fantastic shots with relative safety, but can be dropped for Sharpshooter to get more crits or even Flush.  If DGG is dropped, mobile exosuit is no longer necessarily required if you prefer heavy suits.  Tactical Sensors and/or a Battle Computer are very important for preventing this soldier from being overwhelmed.  &lt;br /&gt;
|Strategic Analysis=Flank around the sides of enemy lines whenever possible for powerful flank shots and also to keep some enemies out of range from this soldier.  Once Ammo Conservation is finished and if using a Railgun this soldier can shoot three times every single turn, only needing to occasionally stop moving for a reload.  This can also be done with other Primaries after Ammo Con (or with the Railgun before) by taking Hi Cap Mags.  This sustained volume of fire combined with the Pathfinder’s mobility is especially good on terror missions where a.) killing lots of enemies very quickly is necessary to minimize civilian casualties and b.) lots of single target damage is sometimes needed to take out a high level squad leader.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jaeger_(Long_War)&amp;diff=100486</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=100486"/>
		<updated>2021-04-24T08:43:53Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Jaeger (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Jaeger]]&lt;br /&gt;
{{Toc (Long War)|40}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Sniper&#039;&#039;&#039; class. The Jaeger is designed for fire support, with the best aim progression of any class in the game (tied with the Sniper), and a plethora of offensive perks to increase damage. Jaegers&#039; main drawback are their low HP progression and a poor selection of defensive perks, making them a bit fragile for MECs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{In The Zone (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Platform Stability (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Executioner (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Automated Threat Assessment (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Flush (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Advanced Fire Control (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Ranger (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Aggression (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Damage Control (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Squadsight (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Repair Servos (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Shredder Ammo (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Absorption Fields (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=4 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=4 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=4 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=8 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=4 || rank3-will-add=2(-3) || rank3-hp-total=1 || rank3-aim-total=12 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=4 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=16 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=2(-3) || rank5-hp-total=2 || rank5-aim-total=20 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=4 || rank6-will-add=2(-3) || rank6-hp-total=2 || rank6-aim-total=24 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=3 || rank7-aim-total=28 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
These MECs are weak enough to be almost squishy. They are not designed for front-line combat roles like the Goliath. Instead &#039;&#039;&#039;Squadsight&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; make for an extremely effective damage dealer at mid to long(ish) ranges. The Jaeger has the best aim progression of all MECs.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Long-Range ITZ Cannon===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Platform Stability (Long War)}} &lt;br /&gt;
|CPL={{ Executioner (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Squadsight (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=good damage, ITZ cleanup potential&lt;br /&gt;
|Weakness=somewhat lackluster single target dmg&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, SCOPE, Tactical Sensors&lt;br /&gt;
|Power Ranks=TSG for range and safety, MSG for dmg&lt;br /&gt;
|Description=Functions similarly to an ITZ sniper, but with more damage and no need for cover.  VPT gives very nice damage for ITZ chains, but Lock N Load can also be taken for potentially longer chains and more ammo overall.  Bring Em On can give some clutch damage to chain off of, but is generally unreliable for chaining since ITZ lowers crit chance and the build lacks Aggression.  Consider taking Shredder Ammo for utility on turns where chaining isn’t possible or even Repair Servos for some durability.&lt;br /&gt;
|Strategic Analysis=This build is pure glass cannon, so it should engage from the rear of the battlefield. Squadsight requires some skill in maneuvering the unit just outside the enemy’s sight range (18 tiles). Don’t forget to bring some cover-destruction and shredder rockets with your squad in order to take full advantage of ITZ.  Since this build won’t benefit from most MEC secondary weapons, give it a Restorative Mist for some supportive utility or a Grenade Launcher to help with cover destruction (or just don&#039;t equip anything at all).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Short-Range ITZ Flanker===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sharpshooter (Long War)}} &lt;br /&gt;
|CPL={{ Executioner (Long War)}} &lt;br /&gt;
|SGT={{ Lone Wolf (Long War)}} &lt;br /&gt;
|TSG={{ Aggression (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=great damage, ITZ cleanup potential&lt;br /&gt;
|Weakness=vulnerable if caught out&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Mobile Exo Suit, Battle Computer, SCOPE, Tactical Sensors&lt;br /&gt;
|Power Ranks=TSG for crits, GSG and MSG for dmg&lt;br /&gt;
|Description=This build is an agile glass cannon which operates on the principle that everything it shoots must die.  It can move for multiple flanking kills, and then move back out of the remaining enemies’ sight.  Be prepared to bail it out with smoke or an officer Command if a shot fails to kill while dangerous enemies are around.&lt;br /&gt;
|Strategic Analysis=Ensuring kills with Bring Em On crits is extremely important for this build to get the extra actions from ITZ.  Fully activated Aggression, Sharpshooter, and a crit item gives 98% crit chance on a flank.  Lone Wolf, Executioner, and more crit from items will keep the crit chance going through the ITZ chain.  As always, keep ammo topped off whenever possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Mid-Range ITZ Tank===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Platform Stability (Long War)}} &lt;br /&gt;
|CPL={{ Executioner (Long War)}} &lt;br /&gt;
|SGT={{ Advanced Fire Control (Long War)}} &lt;br /&gt;
|TSG={{ Damage Control (Long War)}} &lt;br /&gt;
|GSG={{ Repair Servos (Long War)}} &lt;br /&gt;
|MSG={{ Absorption Fields (Long War)}}&lt;br /&gt;
|Boost=+2 will, +2 aim, -1 mobility&lt;br /&gt;
|Strength=good tank, ITZ cleanup potential, Overwatch Potential&lt;br /&gt;
|Weakness=lackluster single target dmg, ITZ chains less reliable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Heavy Exo Suit, Core Armoring, Battle Computer or SCOPE, Alien Trophy, Explosive Launcher(s)&lt;br /&gt;
|Power Ranks=SGT for overwatch capability, MSG for tanking&lt;br /&gt;
|Description=This is a more balanced build that substitutes some of its damage-dealing abilities with tanking perks. This unit operates within enemy sight range (no Squadsight) and it can take quite a beating.  Advanced Fire Control gives it decent overwatch utility, but can be dropped for Ranger to get more dmg.  Grenade launchers and proxy mines are useful for when you need to hunker into One for All position to tank but still need to contribute to the fight.&lt;br /&gt;
|Strategic Analysis=Generally this soldier will want to finish off as many enemies with ITZ as possible then either reload, use a secondary weapon, or if you have good ammo left simply Overwatch.  Battle Computer can be given without making enemies completely ignore the tank while on Overwatch due to the lack of Automated Threat Assessment.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=100484</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=100484"/>
		<updated>2021-04-24T03:36:55Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting, fleshed out tactical info/suggestions, and added 2 more builds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Valkyrie (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;Valkyrie]]&lt;br /&gt;
{{Toc (Long War)|30}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Rapid Reaction (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=2(-3) || rank3-hp-total=2 || rank3-aim-total=9 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=2(-3) || rank5-hp-total=3 || rank5-aim-total=15 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=2(-3) || rank6-hp-total=3 || rank6-aim-total=18 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=2(-3) || rank7-hp-total=4 || rank7-aim-total=21 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Frontline Offensive Support&lt;br /&gt;
&lt;br /&gt;
With a decent selection of both offensive and defensive perks, this versatile MEC can lock down aliens with precise overwatch or simply brute force it&#039;s way through firefights. &lt;br /&gt;
&lt;br /&gt;
The Valkyrie is nearly identical to the Infantry class in terms of roles and versatility. With &#039;&#039;&#039;Light &#039;em up&#039;&#039;&#039; as the first ability, the Valkyrie&#039;s primary weapon is its Main Gun.&lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Automated Threat Assessment, Rapid Reaction, and Opportunist&#039;&#039;&#039; the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this and importantly lacks &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;. With a decent aim progression and it&#039;s increased damage output, by virtue of being a MEC, it handily replaces the Infantry&#039;s role as the primary Overwatcher during the late game. At Sergeant the Valkyrie can pick up &#039;&#039;&#039;HEAT Ammo, Shredder Ammo, or Lock &#039;n Load&#039;&#039;&#039;, adding to the squad versatility; if your squad already has Shredder Ammo, use a HEAT Valkyrie, and vice versa.  &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; allows the Overwatch build to fire up to four times per turn. &lt;br /&gt;
&lt;br /&gt;
As it utilizes its main gun, due to its abilities, it&#039;s very important to keep an eye on its ammo reserve. Reloading often and giving it perks and utility items that increases its ammo capacity, ensures that it will never run dry, during a critical moment.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Overwatch===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Automated Threat Assessment (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Lock N Load (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Aggression (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=+2 will&lt;br /&gt;
|Strength=great damage potential&lt;br /&gt;
|Weakness=lack of covering fire can make it too passive&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, SCOPE, Tactical Sensors&lt;br /&gt;
|Power Ranks=TSG brings overwatch online, MSG for dmg&lt;br /&gt;
|Description=The overwatch Valkyrie has staggering damage potential.  However, Lack of Covering Fire makes Flush support necessary to make this damage a reality consistently.  It also makes the build very underwhelming against large mechanical units who may not even move on their turn.  Secondary weapons are entirely up to preference, if you bring any at all.&lt;br /&gt;
|Strategic Analysis=Plays similarly to any other overwatch build, except with LOTS of damage and no need for cover which often gives better sightlines.  Interestingly, the only truly core perks for overwatching are Rapid Reaction and Opportunist.  ATA, Aggression, and VPT can all be exchanged for Ranger, Repair Servos, or Absorption Fields depending on your personal desire for tank vs damage.  Even LNL can be dropped for HEAT ammo if you don’t mind having turns where you can’t overwatch because you need to reload.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bot Blaster===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Ranger (Long War)}} &lt;br /&gt;
|CPL={{ Platform Stability (Long War)}} &lt;br /&gt;
|SGT={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|TSG={{ Damage Control (Long War)}} &lt;br /&gt;
|GSG={{ Repair Servos (Long War)}} &lt;br /&gt;
|MSG={{ Rapid Fire (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=good damage, good durability, shreds mechanicals&lt;br /&gt;
|Weakness=goes through ammo very quickly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, SCOPE, Hi Cap Mags&lt;br /&gt;
|Power Ranks=SGT for mech crushing, GSG for durability, MSG for damage output&lt;br /&gt;
|Description=If you hate enemy mechanical units so much you want to turn Level 9 squad leader mechs into speedbumps, this is the soldier for the job.  Ranger actually gives +2 damage against mechanical units by boosting the damage of the Railgun up to 10 which then boosts the effect of HEAT from +4 to +5 DR immune damage.  Also provides good damage against non mechs.&lt;br /&gt;
|Strategic Analysis=Mechtoids and Sectopods are sitting ducks against this build, but flyers can be problematic due to lacking Deadeye.  However sheer volume of fire with holo support is usually enough to take them out or at least chunk them severely.  Awkwardly, however, the high level mechanicals that this build wants to gun down will also sometimes have HEAT ammo, so try to kill them in one turn or be ready to debuff with Chem Grenades and Suppression for a turn.  Furthermore while this build is relatively durable it isn’t really a true tank and shouldn’t be expected to bear the brunt of enemy fire too often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shredder Support/DPS===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Flush (Long War)}} &lt;br /&gt;
|CPL={{ Platform Stability (Long War)}} &lt;br /&gt;
|SGT={{ Shredder Ammo (Long War)}} &lt;br /&gt;
|TSG={{ Damage Control (Long War)}} &lt;br /&gt;
|GSG={{ Repair Servos (Long War)}} &lt;br /&gt;
|MSG={{ Rapid Fire (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=great damage, good durability, good support&lt;br /&gt;
|Weakness=goes through ammo very quickly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Battle Computer, SCOPE, Hi Cap Mags&lt;br /&gt;
|Power Ranks=SGT for shredder support, GSG for durability, MSG for damage output&lt;br /&gt;
|Description=Plays similarly to the Bot Blaster, but trades raw power against mechanicals for better support and damage against non-mechanicals.  Rapid Fire increases the odds that at least one shot will connect and apply Shredded under most circumstances and provides loads of damage if both shots hit, but Vital Point Targeting can be taken to conserve some ammo and synergize better with Flush.&lt;br /&gt;
|Strategic Analysis= Flush consistently applies Shredder, sets up easy kills for overwatching teammates, and still deals a noticeable chunk of damage due to MEC Primaries’ large base damage.  Use it liberally against cover based enemies in good cover positions.  Against coverless enemies like Berserkers, Mechs, or hapless souls whose cover recently exploded make it rain with Rapid Fire.  The biggest limitation of this build is ammo so bring Hi Cap Mags, prioritize the Ammo Conservation foundry project, and reload whenever possible to stay ready for the next pod.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marauder_(Long_War)&amp;diff=100483</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=100483"/>
		<updated>2021-04-23T04:06:30Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Marauder (Long War).png|left|frame|64px|&amp;amp;nbsp;Marauder]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Assault&#039;&#039;&#039; class. Marauders are designed to get up close and personal, causing havoc at close range with point blank flanking shots, flamethrowers and kinetic strikes.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Close Encounters (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Flush (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Run and Gun (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=2 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=2 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=4 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=2 || rank3-will-add=2(-3) || rank3-hp-total=2 || rank3-aim-total=6 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=2(-3) || rank4-hp-total=3 || rank4-aim-total=8 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=2 || rank5-will-add=2(-3) || rank5-hp-total=4 || rank5-aim-total=10 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=2(-3) || rank6-hp-total=4 || rank6-aim-total=12 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=2 || rank7-will-add=2(-3) || rank7-hp-total=5 || rank7-aim-total=14 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===CE / CCS Brawler===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Shock Absorbent Armor (Long War)}} &lt;br /&gt;
|CPL={{ Close Combat Specialist (Long War)}} &lt;br /&gt;
|SGT={{ Automated Threat Assessment (Long War)}} &lt;br /&gt;
|TSG={{ Repair Servos (Long War)}} &lt;br /&gt;
|GSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|MSG={{ Absorption Fields (Long War)}}&lt;br /&gt;
|Boost=+2 will, -1 mobility&lt;br /&gt;
|Strength=decent tank especially at close range, good damage output&lt;br /&gt;
|Weakness=needs to close the gap before accomplishing anything&lt;br /&gt;
|Battles=All,&lt;br /&gt;
|Loadout=Heavy Exo Suit, Core Armoring, Alien Trophy, Flamethrower, Kinetic Strike Module, Electro Pulse&lt;br /&gt;
|Power Ranks=CPL for CCS brawling, GSG for dmg, MSG for tank&lt;br /&gt;
|Description=This build features a good balance between damage dealing and tanking. Its function is similar to the CE/CSS assault tank. Run &amp;amp; Gun is not as useful for MEC as it is for the assault class since most MEC suits are mobile enough to let the unit move within 4 tiles of the enemy to take advantage of CE, especially since cover isn’t a consideration for MECs.  For more focus on pure tanking CCS can be dropped for Damage Control, though at that point the build is basically a knockoff Goliath.  Since this MEC is intended for CQC (close quarter combat), equip it with an Electro Pulse and/or Kinetic Strike Module, in addition to a Core Armoring.&lt;br /&gt;
|Strategic Analysis=Advance directly toward the enemy and take close, aggressive flanks whenever possible.  It can be hard to find something useful to do when forced to play at range, though CCS can be abused to double move into enemy positions then take painful reaction shots on them when they reposition.  Simply going into One For All and tanking fire can also be useful.  If fielded regularly, prioritize the Advanced Servomotors foundry project. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=100482</id>
		<title>Goliath (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=100482"/>
		<updated>2021-04-23T02:44:44Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Goliath (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Goliath]]&lt;br /&gt;
{{Toc (Long War)|30}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Gunner&#039;&#039;&#039; class. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ HEAT Ammo (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=2 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=2 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=1 || rank2-aim-add=1 || rank2-will-add=2(-3) || rank2-hp-total=2 || rank2-aim-total=3 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=2 || rank3-will-add=2(-3) || rank3-hp-total=3 || rank3-aim-total=5 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=1 || rank4-will-add=2(-3) || rank4-hp-total=4 || rank4-aim-total=6 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=2 || rank5-will-add=2(-3) || rank5-hp-total=5 || rank5-aim-total=8 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=1 || rank6-aim-add=1 || rank6-will-add=2(-3) || rank6-hp-total=6 || rank6-aim-total=9 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=2 || rank7-will-add=2(-3) || rank7-hp-total=7 || rank7-aim-total=11 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bullet sponge for the rest of the team. It is the one unit that you would want to take fire from the heavy hitting alien units. With the &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. &lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;, &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;, &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039;Damage Control&#039;&#039;&#039; it becomes slightly more difficult for aliens to severely hurt the MEC and even if they manage to heavily damage it, the &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; perk can give it even more survivability, by making it able to repair itself during longer missions.&lt;br /&gt;
&lt;br /&gt;
The Goliath MEC is the only unit that XCOM has available that can reliably be called a tanking unit, as such it can act as a recon unit for the rest of the team, even though it is hampered by its less than stellar mobility. This is why it is good to use it in conjunction with Scouts and Assaults. Use the Scouts to do recon and the Goliath to have the enemies (hopefully) shoot at it, while the assault can go around for a flank.&lt;br /&gt;
&lt;br /&gt;
Sadly the enemy isn&#039;t actually obliged to shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right in front of them, and instead shoot at a soldier in low cover behind the MEC. In this case, equipping short range, high damage weapons such as Kinetic Strike and/or Flamethrowers can make them regret letting your Goliath run free. You will probably want to strike a balance when building your Goliath between defense and offense/utility, since a purely defensively built Goliath will have little to contribute in the event that the aliens &#039;&#039;don&#039;t&#039;&#039; decide to attack it. &#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; are prominent offensive and utility perks. &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;, &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; can let the Goliath lock down aliens with the threat of overwatch.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even with their high health, damage reducing and self repairing capabilities, a lone Goliath can still die quite easily during the later parts of the campaign.  The most serious threats come from Sectoid swarms, which will deal many small hits that bypass absorption fields, and HEAT loaded bosses, which will hit WAY too hard to tank. It is never a good idea to place the Goliath under a full pod&#039;s worth of fire without any assistance. &lt;br /&gt;
&lt;br /&gt;
MECs can be healed by Medikits, so in longer missions a Medic should top off the Goliath between enemy pods &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;. With some luck an upgraded Arc Thrower can be used to capture Drones, providing an unlimited source of +3 healing that is amazing for extended missions. The Repair utility of an arc thrower can also be used, but is generally not strong enough to use for primary healing. Another good idea is to equip it with HP-boosting items such as an Alloy Carbide Plating or Core Armoring, increasing the health it needs to tank. Skills that reduce enemy aim are never a bad idea, but be careful when boosting the Goliath&#039;s defense rating above that of the rest of your squad. Doing so will encourage the alien AI to change targets.&lt;br /&gt;
&lt;br /&gt;
Shock-Absorbent Armor takes the Goliath&#039;s tanking potential to a whole new level, but must be used very carefully. If the Goliath flanks a unit on the approach, it will frequently run away from the flank and attack outside of range for full damage. Heavier units like Mechtoids and Cyberdiscs are not pressed to flee, but they are not obligated to stay in range of the damage reduction. Do not place the Goliath in a situation where it NEEDS Shock-Absorbent Armor to survive.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of the Goliath is its rather narrow usability; it has one role which it does extremely well, but it is not as versatile as other MEC classes. Unless you are going to use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; If time is willing, wait until AFTER repair servos finishes its effect before healing the Goliath. Healing before then will also consume repair servo charges.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===The Wall===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} &lt;br /&gt;
|CPL={{ Automated Threat Assessment (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Shock Absorbent Armor (Long War)}} &lt;br /&gt;
|GSG={{ Damage Control (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+11 will, +4 aim, +1 mobility&lt;br /&gt;
|Strength=nearly invincible tank&lt;br /&gt;
|Weakness=struggles to find use outside of absorbing fire&lt;br /&gt;
|Battles=All, especially heavy contact missions&lt;br /&gt;
|Loadout=Heavy Exo Suit, Core Armoring, Alloy Plating, Holo-Targeter&lt;br /&gt;
|Power Ranks=all perks give tank&lt;br /&gt;
|Description=This is it.  The tankiest unit XCom can possibly field.  When properly fitted it takes multiple turns of heavy, concentrated fire to bring this monster down.  Use this to draw enemy fire and absorb damage while the rest of your squad deals with the enemy.  Never equip any item that increases defense or enemies may ignore the MEC entirely.  For more utility at the cost of some tank Steadfast can be dropped for Flush, though this makes an Alien Trophy a necessary item.&lt;br /&gt;
|Strategic Analysis=Even though the Goliath&#039;s low aim make its primary weapon quite unreliable at mid to long ranges, you can give it a more supportive role by equipping a Holo-Targeter.  For secondary weapons consider bringing a grenade launcher or two to destroy enemy cover while in One For All position for extra DR. Furthermore while this MEC is indeed an absolute behemoth it has the same Achilles’ Heel as any other mechanized unit, HEAT.  HEAT warheads and even ammo is occasionally found on some Alien pod leaders (especially Heavy Floaters), and can deal a nasty chunk of damage if not dealt with decisively.  Also be wary of Acid which will shred off most of your DR temporarily.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Anti-Melee Punisher===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Reactive Targeting Sensors (Long War)}} &lt;br /&gt;
|CPL={{ Covering Fire (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Shock Absorbent Armor (Long War)}} &lt;br /&gt;
|GSG={{ Damage Control (Long War)}} &lt;br /&gt;
|MSG={{ Close Combat Specialist (Long War)}}&lt;br /&gt;
|Boost=+11 will, +4 aim, +1 mobility&lt;br /&gt;
|Strength=strong tank, single-handedly nullifies and dispatches melee units&lt;br /&gt;
|Weakness=struggles to find utility against non-melee enemies&lt;br /&gt;
|Battles=All, especially terror missions&lt;br /&gt;
|Loadout=Heavy Exo Suit, Core Armoring, Alien Trophy, Holo-Targeter&lt;br /&gt;
|Power Ranks=TSG for tank, MSG for dmg&lt;br /&gt;
|Description=This MEC is designed to fight Chryssalids and Berserkers who charge at it, or to get right next to enemies and then punish them if they take any actions. Unlike the Marauder, the Goliath has access to Covering Fire, allowing it to shoot an enemy that attempts to attack at melee range rather than only when the enemy moves within CCS range. Advanced Fire Control is not needed since your Goliath will be firing at close range and AFC won&#039;t make a difference against melee enemies with Lightning Reflexes, which you still need to be wary of.   A Flamethrower and/or Kinetic Strike Module will be ideal for this build, depending on what you are facing.&lt;br /&gt;
|Strategic Analysis=Melee enemies will always run toward and attack the closest enemy, so simply keep this MEC between them and the rest of your squad.  While this soldier does generally dispatch of Chryssalids easily, if a Chryssalid’s attack does connect if can apply acid which will cut into your tank significantly.  Consider softening them up with explosives even if you need the Goliath to solo the pod for a turn.  Always bring this soldier on terror missions, as it absolutely blasts through terror missions with large numbers of Chryssalid/Zombie pods.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Archer_(Long_War)&amp;diff=100473</id>
		<title>Archer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Archer_(Long_War)&amp;diff=100473"/>
		<updated>2021-04-22T06:30:29Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Archer (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Archer]]&lt;br /&gt;
{{Toc (Long War)|12}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class. A super charged grenadier, with the ability to throw grenades over very large distances. This MEC is the closest thing that XCOM has to artillery support.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Bombard (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Mayhem (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Sapper (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Danger Zone (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgt1={{ Grenadier (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=2 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=2 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=4 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=2 || rank3-will-add=2(-3) || rank3-hp-total=1 || rank3-aim-total=6 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=8 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=2 || rank5-will-add=2(-3) || rank5-hp-total=2 || rank5-aim-total=10 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=2(-3) || rank6-hp-total=2 || rank6-aim-total=12 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=2 || rank7-will-add=2(-3) || rank7-hp-total=3 || rank7-aim-total=14 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Long-range Offensive/Defensive Support&lt;br /&gt;
&lt;br /&gt;
The Archer is used to bombard enemies from afar with deadly and highly precise grenade throws. Its role is very much the same as the Rocketeer with the exception of it not needing a high aim for its grenades to hit at the expense of a somewhat lower maximum damage. Note some of these talents may affect proximity mines as well as grenades even though they are not listed in the description. This needs confirmation. &lt;br /&gt;
&lt;br /&gt;
The Archer could be called a mobile artillery unit. It is very good at dealing high splash damage over long distances with pinpoint accuracy , or flushing out enemies from fortified cover while being able to defend itself somewhat decently. It will, however, need the support of other units, or it will be destroyed rather quickly. Archers are ideal for supporting soldiers during EXALT-related operations, as they can even the odds (considering XCOM is usually outnumbered 3:1 or more) by denying cover to EXALT&#039;s forces, weakening them for followup shots and forcing them to reposition.&lt;br /&gt;
&lt;br /&gt;
With a rather low HP progression and a bit of a lack of defensive perks, an Archer MEC should generally be kept out of the line of fire. However, its starting perk &#039;&#039;&#039;Bombard&#039;&#039;&#039; makes up for its poor front-line potential.&lt;br /&gt;
&lt;br /&gt;
The Archer has one role which it does very well, but it has the perks to fill in other roles should the need arise. However, if you do not intend to use the Archer as a walking artillery piece, then it might not be the MEC you should get. If you want a MEC specialized in grenade launchers and destroying cover but with a bit more flexibility outside that role, look to the [[Shogun (Long War)|Shogun]], which lacks the Archer&#039;s range but has a few other advantages to balance it out.&lt;br /&gt;
&lt;br /&gt;
Remember to get the &#039;&#039;&#039;Alien Grenades&#039;&#039;&#039; Foundry project ASAP when using Archers, as it also significantly improves the firepower of the MEC Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Mobile Artillery===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|CPL={{ Mayhem (Long War)}} &lt;br /&gt;
|SGT={{ Sapper (Long War)}} &lt;br /&gt;
|TSG={{ Packmaster (Long War)}} &lt;br /&gt;
|GSG={{ Danger Zone (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=absolutely devastating long range explosives&lt;br /&gt;
|Weakness=little use outside of explosives which are limited in supply, somewhat vulnerable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=grenades and/or mines, Tactical Sensors, Battle Computer, Holo-Targeter&lt;br /&gt;
|Power Ranks=CPL and MSG for damage, TSG for explosive supply&lt;br /&gt;
|Description=This glass cannon MEC unit should stay in the rear of the squad while lobbing explosives at the enemy from faraway.  Mines from this MEC deal absolutely hilarious damage, but require support such as Flush or grenades to activate immediately.  Grenades on the other hand are more reliable, but sacrifice significant damage and charge availability.  A Mec-4 or Mec-7 suit should always be used for more secondary weapon slots.  If you have a slot to spare and need the healing, consider bringing a Restorative Mist which will also benefit from the Packmaster perk.  A Holo-Targeter can give some utility outside of explosives and slightly improve aim.  Lastly, Tandem Warheads can be dropped for Grenadier if you value explosive supply over damage.&lt;br /&gt;
|Strategic Analysis=Always remember to deploy into One-For-All mode before using an explosive since mines and grenades are not arm weapons and hence do not break the stance, allowing you to keep the +1 DR (and full cover element) through the enemy turn.  Also, never forget the flexibility of mines. Consider using them passively to guard flank routes, deny rush lanes, or even bait unactivated patrols into them.  Eventually their beeping noise will become music to your ears.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=100472</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=100472"/>
		<updated>2021-04-22T05:29:12Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: /* Jack of All Trades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Gunner]]&lt;br /&gt;
{{Toc (Long War)|75}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{  HEAT Ammo (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{  Shredder Ammo (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Rapid Fire (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Ready For Anything (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Double Tap (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Danger Zone (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Sentinel (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Mayhem (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===HEAT Gunner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Flush (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|SGT={{ Will To Survive (Long War)}} &lt;br /&gt;
|TSG={{ Rapid Fire (Long War)}} &lt;br /&gt;
|GSG={{ Resilience (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+7 will, +4 aim, +1 mobility&lt;br /&gt;
|Strength=shreds mechanical units, very durable&lt;br /&gt;
|Weakness=limited offense and utility against non-mechanicals&lt;br /&gt;
|Battles=All except EXALT missions&lt;br /&gt;
|Loadout=SAW, armor plating, SCOPE&lt;br /&gt;
|Power Ranks=CPL and TSG for dmg, SGT and MSG for durability&lt;br /&gt;
|Description=Early on, HEAT Gunners make short work of drones and seekers with HEAT Flush shots just when other soldiers are struggling to get through their DR. Unfortunately they struggle somewhat against Cyberdiscs, which they struggle to score hits on reliably without Flush which reduces damage. However they really come into their own against Mechtoids and Sectopods, being the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.  Only the advent of MECs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but MEC suits and troopers are very expensive compared with TSGT Gunners.&lt;br /&gt;
|Strategic Analysis=In addition to making short work of mechanical units, Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Shredder Ammo (Long War)}} &lt;br /&gt;
|SGT={{ Will To Survive (Long War)}} &lt;br /&gt;
|TSG={{ Double Tap (Long War)}} &lt;br /&gt;
|GSG={{ Danger Zone (Long War)}} &lt;br /&gt;
|MSG={{ Mayhem (Long War)}}&lt;br /&gt;
|Boost=+3 will&lt;br /&gt;
|Strength=High utility, especially late game&lt;br /&gt;
|Weakness=limited/inconsistent offense, needs MSG rank badly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=LMG, armor plating, utility item(s) as needed&lt;br /&gt;
|Power Ranks=TSG for damage, MSG for AOE suppression shredding&lt;br /&gt;
|Description=With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.  Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units.&lt;br /&gt;
|Strategic Analysis=Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.   AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Covering Fire (Long War)}} &lt;br /&gt;
|CPL={{ Opportunist (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Ready For Anything (Long War)}} &lt;br /&gt;
|GSG={{ Platform Stability (Long War)}} &lt;br /&gt;
|MSG={{ Sentinel (Long War)}}&lt;br /&gt;
|Boost=+4 aim&lt;br /&gt;
|Strength=high damage output&lt;br /&gt;
|Weakness=discourages use of suppression, vulnerable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=LMG, SCOPE, AP ammo&lt;br /&gt;
|Power Ranks=CPL and MSG for overwatch, TSG for overall damage&lt;br /&gt;
|Description=This gunner build forgoes utility and anti-mech specialization to focus on simply dealing high damage with overwatch.  You may want to build another soldier for Suppressing since this gunner will usually not have time to do so.  Ranger can be dropped for Will to Survive for a bit of survivability if desired, but the LMG’s range should usually keep this soldier far enough away from danger.&lt;br /&gt;
|Strategic Analysis=Cover with good sightlines is extremely important for this soldier.  Try to position your squad around this unit so that when aliens charge in or go for flanks they are severely punished.  Consider giving Officer or Psionic training so something can still be done even when a minor reposition is necessary.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jack of All Trades===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|SGT={{ Will To Survive (Long War)}} &lt;br /&gt;
|TSG={{ Rapid Fire (Long War)}} &lt;br /&gt;
|GSG={{ Danger Zone (Long War)}} &lt;br /&gt;
|MSG={{ Mayhem (Long War)}}&lt;br /&gt;
|Boost=+3 will&lt;br /&gt;
|Strength=shreds mechanical units, good utility&lt;br /&gt;
|Weakness=somewhat vulnerable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SAW, armor plating, SCOPE&lt;br /&gt;
|Power Ranks=TSG for damage, MSG for AOE suppression shredding&lt;br /&gt;
|Description=A compromise between a HEAT gunner and a Bullet Wizard, this build brings part of the magic of the Bullet Wizard to your primary robot killer. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage and late game it comes online again with massive utility.  Consider taking Double Tap if you plan on primarily using an LMG series weapon.&lt;br /&gt;
|Strategic Analysis=Plays similarly to a HEAT gunner, except with the option to hang back and suppress multiple targets later in the game (especially against non-mechanicals).  As it doesn&#039;t take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs.  Running forward for a range bonus on Rapid Fire shots should only be done when needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=100471</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=100471"/>
		<updated>2021-04-22T05:28:02Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Gunner]]&lt;br /&gt;
{{Toc (Long War)|75}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor-Piercing Ammo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{  Suppression (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{  Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{  Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{  Holo-Targeting (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{  HEAT Ammo (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2={{  Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{  Shredder Ammo (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{  Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{  Executioner (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{  Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Rapid Fire (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Ready For Anything (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Double Tap (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;+ 2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|GunSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Danger Zone (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Sentinel (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Mayhem (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. Both LMGs and SAWs cause the reaction shot taken against a suppressed target to suffer no aim penalty and be capable of critting. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines and have extended range. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===HEAT Gunner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Flush (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|SGT={{ Will To Survive (Long War)}} &lt;br /&gt;
|TSG={{ Rapid Fire (Long War)}} &lt;br /&gt;
|GSG={{ Resilience (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+7 will, +4 aim, +1 mobility&lt;br /&gt;
|Strength=shreds mechanical units, very durable&lt;br /&gt;
|Weakness=limited offense and utility against non-mechanicals&lt;br /&gt;
|Battles=All except EXALT missions&lt;br /&gt;
|Loadout=SAW, armor plating, SCOPE&lt;br /&gt;
|Power Ranks=CPL and TSG for dmg, SGT and MSG for durability&lt;br /&gt;
|Description=Early on, HEAT Gunners make short work of drones and seekers with HEAT Flush shots just when other soldiers are struggling to get through their DR. Unfortunately they struggle somewhat against Cyberdiscs, which they struggle to score hits on reliably without Flush which reduces damage. However they really come into their own against Mechtoids and Sectopods, being the most easily trained and developed way of bringing to bear the massive damage needed to destroy them.  Only the advent of MECs threatens to challenge the HEAT Gunner&#039;s dominance of the anti-robot role, but MEC suits and troopers are very expensive compared with TSGT Gunners.&lt;br /&gt;
|Strategic Analysis=In addition to making short work of mechanical units, Flush can pick off damaged/wounded aliens or set squadmates with Opportunist up for easy shots; Rapid Fire can cause major damage to the likes of Berserkers and boosts average damage and the chance of at least one hit (under most circumstances); and Suppression is available as for any Gunner.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Shredder Ammo (Long War)}} &lt;br /&gt;
|SGT={{ Will To Survive (Long War)}} &lt;br /&gt;
|TSG={{ Double Tap (Long War)}} &lt;br /&gt;
|GSG={{ Danger Zone (Long War)}} &lt;br /&gt;
|MSG={{ Mayhem (Long War)}}&lt;br /&gt;
|Boost=+3 will&lt;br /&gt;
|Strength=High utility, especially late game&lt;br /&gt;
|Weakness=limited/inconsistent offense, needs MSG rank badly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=LMG, armor plating, utility item(s) as needed&lt;br /&gt;
|Power Ranks=TSG for damage, MSG for AOE suppression shredding&lt;br /&gt;
|Description=With Mayhem and Danger Zone, the Gunner can automatically inflict not only holo-targeting but also shredded statuses to not one but a whole group of enemies using Suppression, softening them up for easy kills by team-mates. Mayhem&#039;s light damage may be completely absorbed by DR, but if not it can allow for automatic kills.  Despite the huge gun, the Bullet Wizard is fundamentally a support soldier. When she hits, she hits very hard, but more often she will be pinning enemies down with Suppression or softening them up for kills by other units.&lt;br /&gt;
|Strategic Analysis=Bullet Wizards provide a range of support in all kinds of firefight, making enemies easier for squadmates to kill even if the Gunner can&#039;t do it herself, or pinning them down with highly-intimidating Suppression. At maximum rank, Bullet Wizards become incomparable for dealing with the large mobs of enemies the late-game regularly inflicts on XCOM.   AP Ammo can help compensate for the lack of HEAT Ammo. A SCOPE helps to increase the odds of causing shredded status (prior to MSGT). A Bullet Wizard is a decent choice for back-up Medikit carrier.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Overwatch Gunner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Covering Fire (Long War)}} &lt;br /&gt;
|CPL={{ Opportunist (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Ready For Anything (Long War)}} &lt;br /&gt;
|GSG={{ Platform Stability (Long War)}} &lt;br /&gt;
|MSG={{ Sentinel (Long War)}}&lt;br /&gt;
|Boost=+4 aim&lt;br /&gt;
|Strength=high damage output&lt;br /&gt;
|Weakness=discourages use of suppression, vulnerable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=LMG, SCOPE, AP ammo&lt;br /&gt;
|Power Ranks=CPL and MSG for overwatch, TSG for overall damage&lt;br /&gt;
|Description=This gunner build forgoes utility and anti-mech specialization to focus on simply dealing high damage with overwatch.  You may want to build another soldier for Suppressing since this gunner will usually not have time to do so.  Ranger can be dropped for Will to Survive for a bit of survivability if desired, but the LMG’s range should usually keep this soldier far enough away from danger.&lt;br /&gt;
|Strategic Analysis=Cover with good sightlines is extremely important for this soldier.  Try to position your squad around this unit so that when aliens charge in or go for flanks they are severely punished.  Consider giving Officer or Psionic training so something can still be done even when a minor reposition is necessary.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jack of All Trades===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Ammo (Long War)}} &lt;br /&gt;
|SGT={{ Will To Survive (Long War)}} &lt;br /&gt;
|TSG={{ Rapid Fire (Long War)}} &lt;br /&gt;
|GSG={{ Danger Zone (Long War)}} &lt;br /&gt;
|MSG={{ Mayhem (Long War)}}&lt;br /&gt;
|Boost=+3 will&lt;br /&gt;
|Strength=shreds mechanical units, good utility&lt;br /&gt;
|Weakness=somewhat vulnerable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SAW, armor plating, SCOPE&lt;br /&gt;
|Power Ranks=TSG for damage, MSG for AOE suppression shredding&lt;br /&gt;
|Description=A compromise between a HEAT gunner and a Bullet Wizard, this build brings part of the magic of the Bullet Wizard utility to your primary robot killer. Useful from the beginning of the game with its mix of utility and damage, midgame brings in heavy robotic damage and late game it comes online again with massive utility.  Consider taking Double Tap if you plan on primarily using an LMG series weapon.&lt;br /&gt;
|Strategic Analysis=Plays similarly to a HEAT gunner, except with the option to hang back and suppress multiple targets later in the game (especially against non-mechanicals).  As it doesn&#039;t take many defensive perks, needs a squad with defensive support, like Smoke Grenades and Flashbangs.  Running forward for a range bonus on Rapid Fire shots should only be done when needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=100470</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=100470"/>
		<updated>2021-04-21T17:31:27Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
If you are debating whether Savior or Packmaster is the most worthwhile final choice consider the following:&lt;br /&gt;
*Basic medic gets 1 free use without a Medikit item, and 3 with the item&lt;br /&gt;
*With Packmaster, they&#039;ll get 2 itemless uses, and 5 with the item-- as well as additional uses of any other consumables (grenades, Battle Scanners, Arc Throwers, ect)&lt;br /&gt;
*With Savior, 3 itemless uses, and 5 when carrying the Medikit (in addition to the +4 healing boost per medkit)&lt;br /&gt;
&lt;br /&gt;
Or if Training Roulette puts Packmaster in another rank, and you decide to get both it and Savior; you get 4 free item-less uses, and a whopping &#039;&#039;7&#039;&#039; uses with Savior, Packmaster, and the Medikit item together: hopefully, mission survival won&#039;t call on you to need &#039;&#039;that&#039;&#039; many heal charges.  A Guardian MEC unit would be a more efficient healer if damage is spread out amongst your team, or you may want to rethink your strategies in the first place.  You may, however, find use for this many medikits on a Medic being used as a dedicated attendant to a strong tank MEC such as a Goliath.&lt;br /&gt;
&lt;br /&gt;
If you are debating whether to take Field Surgeon, don&#039;t.  The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.  Suppression utility and the panic immunity + will boost of Steadfast both HEAVILY outcompete it, and no serious build should ever take it.  If you think wound timers are too long, you are genuinely better off and will have more fun by just shortening them with a simple .ini edit.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} &lt;br /&gt;
|CPL={{ Revive (Long War)}} &lt;br /&gt;
|SGT={{ Paramedic (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Savior (Long War)}}&lt;br /&gt;
|Boost=+7 will&lt;br /&gt;
|Strength=large healing potential, decent overwatch support&lt;br /&gt;
|Weakness=vulnerable to concentrated fire, limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=All, especially long missions that will require healing&lt;br /&gt;
|Loadout=Medkit(s), other support items&lt;br /&gt;
|Power Ranks=SGT and MSG for healing output, TSG for overwatch utility&lt;br /&gt;
|Description=These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions.  Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility.  However, Steadfast can be dropped for Suppression to take a more active role in the fight.  And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing.  Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.&lt;br /&gt;
|Strategic Analysis=Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions.  Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving.  Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} &lt;br /&gt;
|GSG={{ Bombard (Long War)}} &lt;br /&gt;
|MSG={{ Packmaster (Long War)}}&lt;br /&gt;
|Boost=+5 will&lt;br /&gt;
|Strength=support grenade master&lt;br /&gt;
|Weakness=almost no offensive potential, grenade supply is limited&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=support grenade(s), medikit&lt;br /&gt;
|Power Ranks=SGT for support options, GSG for range, MSG for longevity&lt;br /&gt;
|Description=Here medics are more than healing units, focusing on defensive support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired.  This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions.  Psionic or officer training is highly recommended due to high will and endless desire for more support options.  Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.&lt;br /&gt;
|Strategic Analysis=Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies.  Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then.  When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Suppression (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Ready For Anything (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+7 will, +7 aim, +1 mobility&lt;br /&gt;
|Strength=good overwatch utility/dmg&lt;br /&gt;
|Weakness=lacks support of other medic builds&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, medikit&lt;br /&gt;
|Power Ranks=LCL for utility, TSG for dmg, GSG for ammo supply&lt;br /&gt;
|Description=These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking and overwatching the same turn. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up.  To sacrifice some offensive potential for more healing support, Ready for Anything and Extra Conditioning can be dropped for Paramedic and Savior.  This build unfortunately does not become powerful until TSGT, when they can pick up Opportunist.&lt;br /&gt;
|Strategic Analysis=Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload).  Once Opportunist enables Rapid Reaction to be consistent, however, a lot of damage can be dealt out.  Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=100469</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=100469"/>
		<updated>2021-04-20T22:43:10Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Moved, cleaned grammer for, and fleshed out some generally applicable tactical advice from a sample build segment to the Tactical Advice segment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Medic]]&lt;br /&gt;
{{Toc (Long War)|15}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Field Surgeon (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Rapid Reaction (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Revive (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Ready For Anything (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Paramedic (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Combat Drugs (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Savior (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=6(-7) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=6(-7)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=6(-7) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=12(-14)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=4(-5) || rank3-hp-total=1 || rank3-aim-total=8 || rank3-will-total=16(-19)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=19(-23)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=13 || rank5-will-total=22(-27)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=15 || rank6-will-total=25(-31)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=18 || rank7-will-total=28(-35)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is, of course, up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
If you are debating whether Savior or Packmaster is the most worthwhile final choice consider the following:&lt;br /&gt;
*Basic medic gets 1 free use without a Medikit item, and 3 with the item&lt;br /&gt;
*With Packmaster, they&#039;ll get 2 itemless uses, and 5 with the item-- as well as additional uses of any other consumables (grenades, Battle Scanners, Arc Throwers, ect)&lt;br /&gt;
*With Savior, 3 itemless uses, and 5 when carrying the Medikit (in addition to the +4 healing boost per medkit)&lt;br /&gt;
&lt;br /&gt;
Or if Training Roulette puts Packmaster in another rank, and you decide to get both it and Savior; you get 4 free item-less uses, and a whopping &#039;&#039;7&#039;&#039; uses with Savior, Packmaster, and the Medikit item together: hopefully, mission survival won&#039;t call on you to need &#039;&#039;that&#039;&#039; many heal charges.  A Guardian MEC unit would be a more efficient healer if damage is spread out amongst your team, or you may want to rethink your strategies in the first place.  You may, however, find use for this many medikits on a Medic being used as a dedicated attendant to a strong tank MEC such as a Goliath.&lt;br /&gt;
&lt;br /&gt;
If you are debating whether to take Field Surgeon, don&#039;t.  The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.  Suppression utility and the panic immunity + will boost of Steadfast both HEAVILY outcompete it, and no serious build should ever take it.  If you think wound timers are too long, you are genuinely better off and will have more fun by just shortening them with a simple .ini edit.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Field Medic===&lt;br /&gt;
These medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. &#039;&#039;&#039;Suppression&#039;&#039;&#039; provides utility and control on a class that doesn&#039;t otherwise have much offensive potential. &#039;&#039;&#039;Steadfast&#039;&#039;&#039; gives a will boost that is very useful to &#039;&#039;&#039;Officers&#039;&#039;&#039; and &#039;&#039;&#039;Psychic&#039;&#039;&#039; troopers. &#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; is possibly the worst perk in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Revive&#039;&#039;&#039;. If your soldiers fall and are lucky enough to be critically wounded instead of outright killed, this will allow them to get up and keep fighting. However, you will have a very wounded soldier to babysit for the rest of the mission, making this perk overall one of the least useful in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Paramedic&#039;&#039;&#039;. Many handy uses - run to a wounded teammate, heal and then run to better cover, or heal and then shoot or suppress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Opportunist&#039;&#039;&#039;. As you haven&#039;t taken the &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; perk, this has the most use, unless you plan to put a grenade in your item slot every mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Sprinter&#039;&#039;&#039; or &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;. &#039;&#039;&#039;Sprinter&#039;&#039;&#039; is incredible for extra mobility, getting to a wounded teammate or flanking an enemy. &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039; will allow your &#039;&#039;&#039;Medic&#039;&#039;&#039; to Suppress continually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Savior&#039;&#039;&#039;. 2 free Medikits, and 4 more HP healed per Medikit makes the &#039;&#039;&#039;Medic&#039;&#039;&#039; a walking immortality machine for the rest of your squad. With Medikits in one item slot and the Improved Medikit, this soldier will bring 50hp worth of healing.&lt;br /&gt;
&lt;br /&gt;
If you are debating if Savior or Packmaster is a worthwhile final choice:&lt;br /&gt;
*Basic medic gets 1 free use without a Medikit item, and 3 with the item&lt;br /&gt;
*With Packmaster, they&#039;ll get 2 itemless uses, and 5 with the item-- as well as additional uses of any other consumables (grenades, Battle Scanners, Arc Throwers, ect)&lt;br /&gt;
*With Savior, 3 itemless uses, and 5 when carrying the Medikit&lt;br /&gt;
&lt;br /&gt;
Or if Training Roulette puts Packmaster in another rank, and you decide to get both it and Savior; you get 4 free item-less uses, and a whopping &#039;&#039;7&#039;&#039; uses with Savior, Packmaster, and the Medikit item together: hopefully, mission survival won&#039;t call on you to need &#039;&#039;that&#039;&#039; many heal charges-- a Guardian MEC unit would be a more efficient healer if damage is spread out amongst your team, or you may want to rethink your strategies in the first place, if you do need this many on a Medic being used as a dedicated attendant to, say,  a Goliath MEC unit.&lt;br /&gt;
&lt;br /&gt;
===Tactical Support===&lt;br /&gt;
Here medics are more than healing units, focusing on defensive support items. &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the front lines, working best when they can do reaction shots or lay down covering smoke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Suppression&#039;&#039;&#039; or &#039;&#039;&#039;Steadfast&#039;&#039;&#039;. &#039;&#039;&#039;Suppression&#039;&#039;&#039; provides utility and control on a class that doesn&#039;t otherwise have much offensive potential. &#039;&#039;&#039;Steadfast&#039;&#039;&#039; gives a will boost that is very useful to &#039;&#039;&#039;Officers&#039;&#039;&#039; and &#039;&#039;&#039;Psychic&#039;&#039;&#039; troopers. &#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; is possibly the worst perk in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Smoke &amp;amp; Mirrors&#039;&#039;&#039;. Gives you extra support grenades, doubling this soldier&#039;s usefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Smoke Grenade&#039;&#039;&#039;. Key defensive tool, especially in combination with Suppression. This support grenade can be useful in basically every mission. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots. A perk that removes the need to sacrifice an item slot for a specific grenade is a welcome addition to any squad. With this perk your soldier can take an action after throwing a smoke grenade which greatly increases the flexibility of that soldier. Later in the campaign, with Smoke &amp;amp; Mirrors, Packmaster and Dense Smoke/Combat Drugs, you can carry enough Smoke Grenades to cover your squad in almost every engagement in a mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Dense Smoke&#039;&#039;&#039; or &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;. The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; gives almost the same defense as High Cover and reduces their chance to be crit. &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; is a perk unique to this class, increasing the damage (via crit) and will of the squad. Allows the Psi Medic to perform the unique combination of Combat Drugs Smoke Grenade to boost their own will, and then using a Psi Power that same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GST: Bombard&#039;&#039;&#039; or &#039;&#039;&#039;Sprinter&#039;&#039;&#039;. Bombard keeps your Medic safe, allowing them to lob support grenades without risking running overwatch or getting in range of enemy fire. Sprinter is a universally useful perk that is always an excellent choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Packmaster&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. Packmaster really increases the support grenade role, while Savior turns the soldier into a one-person hospital. Both excellent choices, depending on your needs.&lt;br /&gt;
&lt;br /&gt;
===Battle Medic===&lt;br /&gt;
These Medics focus on using accurate guns to punish enemies for anything they try. With &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;, and &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, they are death machines capable of attacking and overwatching the same turn. Although not required, &#039;&#039;&#039;Suppression&#039;&#039;&#039; can also be used for more fire options and &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; to overwatch indefinitely (reload then overwatch every turn). This build unfortunately does not become powerful until TSGT, when they can pick up &#039;&#039;&#039;Opportunist&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In Long War, Medics have poor aim progression making them not ideal combatants. The &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; overcomes this by going on the left side of the perk tree, gaining bonus aim at &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. This puts them on par with the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class (21 at max rank Vs &#039;&#039;&#039;Infantry&#039;&#039;&#039; 21) while still being able to heal. They make excellent overwatches that can shoot three times without penalty. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing, while still capable of healing squadmates. Due to this appropriate items are &#039;&#039;&#039;Scope&#039;&#039;&#039; for the aim bonus to his shots and the normal &#039;&#039;&#039;Medikit&#039;&#039;&#039; to still fulfill his medical role.&lt;br /&gt;
&lt;br /&gt;
Without the &#039;&#039;&#039;Deadeye&#039;&#039;&#039; perk of Infantry, however, can only be reliably against earthbound foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Suppression&#039;&#039;&#039;. Suppression is an excellent choice for a front line troop with &#039;&#039;&#039;Lock n&#039; Load&#039;&#039;&#039;, although it goes against the Battle Medic&#039;s purpose of maintaining Overwatch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Rapid Reaction&#039;&#039;&#039;. An incredibly powerful perk that unfortunately will not be reliable until TSGT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Ready for Anything&#039;&#039;&#039;. A situationally useful multishot perk. &#039;&#039;&#039;Paramedic&#039;&#039;&#039; is also viable for a hybrid build if &#039;&#039;&#039;Savior&#039;&#039;&#039; chosen at MSGT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Opportunist&#039;&#039;&#039;. Activates the build. Any overwatch build without Opportunist is crippled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Lock n&#039; Load&#039;&#039;&#039;. With &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; and &#039;&#039;&#039;Suppression&#039;&#039;&#039; chewing through ammo, this allows the build to stay active and firing every turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Extra Conditioning&#039;&#039;&#039;. Crucial for a front line soldier for both the accuracy and extra HP. &#039;&#039;&#039;Savior&#039;&#039;&#039; is a viable choice for a hybrid build.&lt;br /&gt;
&lt;br /&gt;
==Field Surgeon==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039; removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier&#039;s lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=100468</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=100468"/>
		<updated>2021-04-20T21:09:46Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting, fleshed out tactical info/suggestions, and added another build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Rocketeer (Long War).png|left|frame|64px|&amp;amp;nbsp;Rocketeer]]&lt;br /&gt;
{{Toc (Long War)|40}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to an explosives specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Rapid Reaction (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Fire In The Hole (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Snapshot (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Suppression (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Shredder Ammo (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Mayhem (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Double Tap (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Shock And Awe (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|MSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Javelin Rockets (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Danger Zone (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=9 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=15 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=18 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=21 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit, in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any stragglers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, which can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, rockets should usually be fired as one of the first actions in a turn due to their cover destruction support, somewhat random damage, and shredder application support potential.  Knowing when to use them in a fight and when to hold them steady in case things go wrong is important game knowledge that can make or break campaigns.  Some Rocketeer builds will ease this burden by giving the soldier utility outside of firing the rocket, while others will double down on the concept to make the rockets as impactful as possible.  Broadly speaking, rockets should only be used when the situation can’t be safely handled by your other troops or to take down exceptionally dangerous units.  This is due to the fact that rockets are a limited resource on any given mission and, as Dr. Vahlen will happily inform you, aliens killed by explosives do not drop artifacts, not even their own corpses or wrecks.&lt;br /&gt;
&lt;br /&gt;
Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; perk, which gives a free rocket with increased AoE and increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference from vanilla is that Shredder Rockets will not destroy cover, and will not affect units that are in cover relative to the center of the blast.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Ranger&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine how precisely they can aim their rockets; a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. Equipment such as the SCOPE reduce scatter, but laser weapons and carbines do not influence rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers can carry additional rockets in item slots, but each one has a weight of 2 (twice that of most items). This can be offset by using lighter armor, or using an SMG as a primary weapon. Even without the Javelin perk, rockets can be fired slightly beyond visual range, allowing a lightly armored Rocketeer to remain slightly back from the front line while still being able to launch rockets.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
Rocketeers, more than any other unit, can save a situation gone horribly wrong, by blowing up a swarm of aliens, often clearing an entire flank or removing the cover of all opposition with a single action. They require forethought with &#039;&#039;&#039;Steady Weapon&#039;&#039;&#039; to make them effective, however, meaning they can be useless if they&#039;re caught out of position. As Rocketeers are difficult to use in the beginning of the game without careful preparation because of rocket scatter, it would be wise to choose &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;; however further on in the game as aim improves, and eventually when the Blaster Launcher is available for manufacture, perk choices such as &#039;&#039;&#039;Fire in the Hole&#039;&#039;&#039; that increase the range and accuracy of rockets without moving can be highly desirable. In the midgame, Council requests allow troops to instantly be promoted from Specialist to Corporal; with this a bumbling rookie can be immediately launched to the level of a competent Rocketeer with no labor required. &lt;br /&gt;
&lt;br /&gt;
===Living Missile Silo===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|CPL={{ Fire In The Hole (Long War)}} &lt;br /&gt;
|SGT={{ Shredder Ammo (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Shock And Awe (Long War)}} &lt;br /&gt;
|MSG={{ Javelin Rockets (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=devastating rockets especially against robotics&lt;br /&gt;
|Weakness=demands good positioning, little use outside of rockets, vulnerable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Extra Rocket(s), SCOPE&lt;br /&gt;
|Power Ranks=CPL for decent accuracy, SGT and GSG for rocket supply&lt;br /&gt;
|Description=This build is a massively powerful, long range mobile artillery unit that requires some preparation for maximum effectiveness. The only unit in the game that can single-handedly destroy a swarm of flying robotic units in a single turn, and can also destroy huge swaths of cover while doing massive damage. Falls off compared to MECs somewhat in the late game, only to come roaring back in the very-late game with the Blaster Launcher, becoming the most damaging unit in the game.&lt;br /&gt;
|Strategic Analysis=A carbine or SMG is sorely needed to compensate for the mobility loss of carrying several rockets.  Try to keep this soldier in position and behind cover while moving through the map before making contact so that if first contact is brutal a rocket can punch a hole in it immediately.  Special care needs to be taken deciding when to use rockets on longer missions since this soldier contributes little outside of them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Overwatch Rocketeer===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Ranger (Long War)}} &lt;br /&gt;
|CPL={{ Rapid Reaction (Long War)}} &lt;br /&gt;
|SGT={{ Platform Stability (Long War)}} &lt;br /&gt;
|TSG={{ Opportunist (Long War)}} &lt;br /&gt;
|GSG={{ Extra Conditioning (Long War)}} &lt;br /&gt;
|MSG={{ Danger Zone (Long War)}}&lt;br /&gt;
|Boost=+5 aim, +3 will, +1 mobility&lt;br /&gt;
|Strength=decent overwatch utility and survivability&lt;br /&gt;
|Weakness=rockets are underwhelming late game and fewer overall, burns ammo quickly&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Extra Rocket, SCOPE&lt;br /&gt;
|Power Ranks=TSG for Overwatch, MSG for rocket upgrade&lt;br /&gt;
|Description=An interesting hybrid rifleman that is both a powerful shooter and rocket slinger. Suffers from the fact that rockets need a lot of specialization to become truly useful and cannot get key perks to be both an optimal Overwatch and Rocket build.  Platform Stability compensates for the lack of Fire in the Hole and synergizes with Rapid Reaction to give +10 aim and crit to all three shots.&lt;br /&gt;
|Strategic Analysis=This build focuses much more on Overwatch power than rocket power.  This means you will only have 2 or 3 rockets per mission even in late game fights, so spend them wisely.  Ammo management can also be difficult due to lack of access to Lock N Load, so reload whenever possible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Snapshot Survivalist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Will To Survive (Long War)}} &lt;br /&gt;
|CPL={{ Snapshot (Long War)}} &lt;br /&gt;
|SGT={{ Shredder Ammo (Long War)}} &lt;br /&gt;
|TSG={{ Tactical Sense (Long War)}} &lt;br /&gt;
|GSG={{ Extra Conditioning (Long War)}} &lt;br /&gt;
|MSG={{ Javelin Rockets (Long War)}}&lt;br /&gt;
|Boost=+3 aim, +6 will, +1 mobility&lt;br /&gt;
|Strength=very mobile and durable for a rocketeer, line of sight easily managed, frees good cover for squadmates&lt;br /&gt;
|Weakness=trades power for its survivability, rocket accuracy often somewhat lacking&lt;br /&gt;
|Battles=All, doesn’t mind maps with bad line of sight&lt;br /&gt;
|Loadout=Extra Rocket(s), SCOPE&lt;br /&gt;
|Power Ranks=SGT for rocket supply, TSG and GSG for durability&lt;br /&gt;
|Description=This build is focused on being able to fire rockets even with badly placed Rocketeer, and survive the consequences.  Consequentially this Rocketeer is much more durable and doesn’t mind being part of the frontlines, especially with heavier armor.  Javelin Rockets may seem counter intuitive, but it gives back the range lost when snapshotting which can be needed sometimes.&lt;br /&gt;
|Strategic Analysis=Positioning and good cover is less important with this build, meaning the good cover positions can be left to other squadmates while the rocketeer moves forward into the frontlines.  Snapshot is useful for repositioning, but SHOULD NOT BE USED UNLESS ACTUALLY NEEDED.  Steadying will still give much more accurate rockets, so don’t neglect keeping rockets steadied until needed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Rifleman Rocketeer===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Ranger (Long War)}} &lt;br /&gt;
|CPL={{ Fire In The Hole (Long War)}} &lt;br /&gt;
|SGT={{ Shredder Ammo (Long War)}} &lt;br /&gt;
|TSG={{ Tactical Sense (Long War)}} &lt;br /&gt;
|GSG={{ Shock And Awe (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=powerful rockets, decent firefight damage, relatively safe on frontlines&lt;br /&gt;
|Weakness=lacks the pure devastation of HEAT-Mayhem rockets, still vulnerable if a shot actually connects on it&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Extra Rocket(s), SCOPE&lt;br /&gt;
|Power Ranks=CPL for decent accuracy, SGT and GSG for rocket supply&lt;br /&gt;
|Description=This build keeps a heavy focus on powerful, accurate rockets but invests slightly more into survivability and rifle damage with Tactical Sense and Ranger.  Tactical Sense also makes advancing toward enemies less risky, meaning Tandem Warheads or Danger Zone can more easily be taken over Javelin Rockets for more damage or cover destruction respectively.&lt;br /&gt;
|Strategic Analysis=A carbine is generally preferred for the accuracy boost on shots, though an SMG for better mobility before rockets are fired also works nicely.  This soldier can use its rockets a bit more freely since it can still contribute meaningfully to firefights without them via noteworthy chip damage.  Tactical Sense certainly helps keep fire away from this soldier but care must still be taken to avoid flanks, stray shots, and of course enemy explosives since it lacks any true tank perks and can’t afford to carry tank items.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]] for more details.&lt;br /&gt;
&lt;br /&gt;
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however rockets are heavy, so carrying additional rockets as items will cause a mobility penalty due to encumbrance.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=100465</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=100465"/>
		<updated>2021-04-20T00:43:28Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: added a paragraph briefly detailing when rockets should and should not be fired.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Rocketeer (Long War).png|left|frame|64px|&amp;amp;nbsp;Rocketeer]]&lt;br /&gt;
{{Toc (Long War)|40}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; class is similar to an explosives specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Fire Rocket (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ HEAT Warheads (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Rapid Reaction (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Fire In The Hole (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Snapshot (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Suppression (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Shredder Ammo (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Mayhem (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Double Tap (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Shock And Awe (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Tandem Warheads (Long War)|text=1}}&lt;br /&gt;
|MSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Javelin Rockets (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Danger Zone (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=9 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=15 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=18 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=21 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the Rocket Launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit, in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any stragglers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, which can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, rockets should usually be fired as one of the first actions in a turn due to their cover destruction support, somewhat random damage, and shredder application support potential.  Knowing when to use them in a fight and when to hold them steady in case things go wrong is important game knowledge that can make or break campaigns.  Some Rocketeer builds will ease this burden by giving the soldier utility outside of firing the rocket, while others will double down on the concept to make the rockets as impactful as possible.  Broadly speaking, rockets should only be used when the situation can’t be safely handled by your other troops or to take down exceptionally dangerous units.  This is due to the fact that rockets are a limited resource on any given mission and, as Dr. Vahlen will happily inform you, aliens killed by explosives do not drop artifacts, not even their own corpses or wrecks.&lt;br /&gt;
&lt;br /&gt;
Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; perk, which gives a free rocket with increased AoE and increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference from vanilla is that Shredder Rockets will not destroy cover, and will not affect units that are in cover relative to the center of the blast.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Ranger&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights if built as a rifleman, though less so than Infantry or Gunners. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine how precisely they can aim their rockets; a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be. It can be valuable to end a Rocketeer&#039;s turn with &#039;&#039;steady weapon&#039;&#039; rather than overwatch. Equipment such as the SCOPE reduce scatter, but laser weapons and carbines do not influence rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Due to the way that rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible.&lt;br /&gt;
&lt;br /&gt;
Rocketeers can carry additional rockets in item slots, but each one has a weight of 2 (twice that of most items). This can be offset by using lighter armor, or using an SMG as a primary weapon. Even without the Javelin perk, rockets can be fired slightly beyond visual range, allowing a lightly armored Rocketeer to remain slightly back from the front line while still being able to launch rockets.&lt;br /&gt;
&lt;br /&gt;
Rocketeers excel at removing groups of flying enemies; a Rocketeer with the HEAT perk can not only eliminate the support drones surrounding a Cyberdisc, but also inflict significant damage. Rocketeers can enable aggressive styles of play where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
Rocketeers, more than any other unit, can save a situation gone horribly wrong, by blowing up a swarm of aliens, often clearing an entire flank or removing the cover of all opposition with a single action. They require forethought with &#039;&#039;&#039;Steady Weapon&#039;&#039;&#039; to make them effective, however, meaning they can be useless if they&#039;re caught out of position. As Rocketeers are difficult to use in the beginning of the game without careful preparation because of rocket scatter, it would be wise to choose &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;; however further on in the game as aim improves, and eventually when the Blaster Launcher is available for manufacture, perk choices such as &#039;&#039;&#039;Fire in the Hole&#039;&#039;&#039; that increase the range and accuracy of rockets without moving can be highly desirable. In the midgame, Council requests allow troops to instantly be promoted from Specialist to Corporal; with this a bumbling rookie can be immediately launched to the level of a competent Rocketeer with no labor required. &lt;br /&gt;
&lt;br /&gt;
===Standard Rain of Fire===&lt;br /&gt;
This build is a massively powerful, long range mobile artillery unit that requires some preparation for maximum effectiveness. The only unit in the game that can single-handedly destroy a swarm of flying robotic units in a single turn, and can also destroy huge swaths of cover while doing massive damage. Falls off compared to MECs somewhat in the late game, only to come roaring back in the very-late game with the Blaster Launcher, becoming the most damaging unit in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: HEAT Warheads&#039;&#039;&#039;. A key perk that plays to the Rocketeer&#039;s unique role in clearing out swarms of hard-to-hit flying robots, as well as staying consistently useful in putting down high HP tanks later in the game. Adds +3 damage to the regular rocket launcher, +4 to Recoilless Rifle and +6 to Blaster Launcher, which is not affected by Damage Reduction that will shut down your other troopers&#039; smaller weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Fire in the Hole&#039;&#039;&#039;. Essential to this build, allowing a Rocketeer to shoot with decent accuracy even without &#039;&#039;&#039;Steady Weapon&#039;&#039;&#039;. &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; is useful if you have difficulty planning ahead, but is anti-synergistic with &#039;&#039;&#039;Steady Weapon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Shredder Ammo&#039;&#039;&#039;. &#039;&#039;&#039;Platform stability&#039;&#039;&#039; is a good choice, but the free extra rocket of &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; makes it preferable in most situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Mayhem&#039;&#039;&#039;. Stacks even more damage on top of the already-punishing rocket launcher shots. Also helps compensate for the damage lost by rocket shots that scatter from the muzzle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Shock &amp;amp; Awe&#039;&#039;&#039;. As every perk in the build makes rockets better, what could be better than more rockets? Helps give the soldier more longevity on long missions as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Tandem Warheads&#039;&#039;&#039;. All 3 perks are excellent. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; increases the AoE of your rockets, but risks being too much of a good thing if you have to fire close to your own troops. &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; make it so your soldier will never worry about reaching the target again, and also keeps them safely behind the lines. &#039;&#039;&#039;Tandem Warhead&#039;&#039;&#039; adds the most damage overall, as even aliens merely brushed by the rocket will take full damage, which is especially useful as alien Damage Reduction increases late game.&lt;br /&gt;
&lt;br /&gt;
===Hybrid Overwatch Rocket===&lt;br /&gt;
A very interesting hybrid rifleman that is both a powerful shooter and rocket slinger. Suffers from the fact that rockets need a lot of specialization to become useful and cannot get key perks to be both an optimal Overwatch and Rocket build. Load with a Scope and a shredder rocket.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Ranger&#039;&#039;&#039;. Adds damage to both the rifle and rocket launcher. Can&#039;t go wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Rapid Reaction&#039;&#039;&#039;. Build enabler. Multishot overwatch perk that synergizes with the Rocketeer&#039;s naturally high aim. Unfortunately requires skipping &#039;&#039;&#039;Fire in the Hole,&#039;&#039;&#039; meaning that this build will have poorly aimed rockets until late game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Platform Stability&#039;&#039;&#039;. Allows &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; shots to have +10 aim, which is huge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Opportunist&#039;&#039;&#039;. Allows the build to really come online, as it will consistently allow hits on overwatch. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Extra Conditioning&#039;&#039;&#039;. A &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; build needs every point of aim it can get, and the extra HP is great for a front line troop. &#039;&#039;&#039;Shock &amp;amp; Awe&#039;&#039;&#039; is also a good choice for the increase in explosive power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Tandem Warheads&#039;&#039;&#039;. All 3 perks are excellent. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; increases the AoE of your rockets, but risks being too much of a good thing if you have to fire close to your own troops. &#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039; make it so your soldier will never worry about reaching the target again, and also keeps them safely behind the lines. &#039;&#039;&#039;Tandem Warhead&#039;&#039;&#039; adds the most damage overall, as even aliens merely brushed by the rocket will take full damage, which is especially useful as alien Damage Reduction increases late game.&lt;br /&gt;
&lt;br /&gt;
===Snapshot Survivalist===&lt;br /&gt;
This build is focused on being able to fire rockets even with badly placed Rocketeer, and survive the consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LCPL: Will to Survive&#039;&#039;&#039;. Of course.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPL: Snapshot&#039;&#039;&#039;. Our Rocketeer will move towards the enemy lines if necessary and fire rocket as the second action often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SGT: Shredder Ammo&#039;&#039;&#039;. &#039;&#039;Supression&#039;&#039; doesn&#039;t make sense for a Rocketeer and &#039;&#039;Platform Stability&#039;&#039; is counter intuitive, since we prefer to use rockets as the second action. That leaves us with &#039;&#039;Shredder Ammo&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TSGT: Tactical Sense&#039;&#039;&#039;. Helps to survive among enemies, as they will hopefully choose a tank and not our precious Rocketeer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSGT: Extra Conditioning&#039;&#039;&#039;. Again helps with survivability and the extra movement also fits this build nicely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MSGT: Javelin Rockets&#039;&#039;&#039;. Being able to fire wherever needed is crucial.&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]] for more details.&lt;br /&gt;
&lt;br /&gt;
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however rockets are heavy, so carrying additional rockets as items will cause a mobility penalty due to encumbrance.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=100464</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=100464"/>
		<updated>2021-04-19T20:10:01Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Assault]]&lt;br /&gt;
{{Toc (Long War)|18}}&lt;br /&gt;
&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Run and Gun (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Close Encounters (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Rapid Fire (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Hit And Run (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Killer Instinct (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Sprinter (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Lightning Reflexes (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
*If Training Roulette is on, and Lock n&#039; Load is acquired: reloading as the first action also stops Hit and Run from activating.&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=13 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Tank Psi Assault===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Close Combat Specialist (Long War)}} &lt;br /&gt;
|CPL={{ Will To Survive (Long War)}} &lt;br /&gt;
|SGT={{ Close Encounters (Long War)}} &lt;br /&gt;
|TSG={{ Resilience (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+10 will, +1 mobility&lt;br /&gt;
|Strength=very tanky, good will for psi training&lt;br /&gt;
|Weakness=must get close with shotgun to attack reliably&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Reinforced Armor, other tank items, Alien Trophy&lt;br /&gt;
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling&lt;br /&gt;
|Description=A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game.  Close Combat Specialist can be dropped for Steadfast if you want max will gain and a freed up item slot in exchange for less shotgun brawling potential, however late game psi units will want to carry a mind shield which grants steadfast anyways.  Sprinter is very important to allow flexible use of Titan Armor and/or heavy tank items without needing Walker Servos.&lt;br /&gt;
|Strategic Analysis=This build should always be fitted out with a shotgun, its massive range bonus in close proximity make aim perks unnecessary even when firing at enemies in cover.  If you know there are several pods left on the map you may want to refrain from using Run and Gun for fear of activating them; instead simply holding ground, tanking fire, and crowd controlling with psi abilities while the rest of the squad dispatches of the first wave of enemies.  Once the map has been at least partially cleared, the assault can be unleashed mop up stragglers with extreme prejudice.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Hit And Run (Long War)}} &lt;br /&gt;
|TSG={{ Executioner (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+6 aim, +11 will, +1 mobility&lt;br /&gt;
|Strength=Run and Gun gives clutch mobility, can pick off weakened enemies easily, doesn’t need to carry Alien Trophy&lt;br /&gt;
|Weakness=lacks intel from Battle Scanners and Concealment&lt;br /&gt;
|Battles=Covert Deployments&lt;br /&gt;
|Loadout=Reinforced Armor, other tank items, Alien Trophy&lt;br /&gt;
|Power Ranks=CPL and MSG for tanking, SGT for shotgun brawling&lt;br /&gt;
|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults.  Assault operatives are effective at contributing finishing damage in fights and utilizing Run and Gun for massive bursts of speed toward transmitters. Executioner can be dropped for Resilience for a bit more tank in the event the operative is ever shot at, and Extra Conditioning can be dropped for Lightning Reflexes if you want overwatch safety.&lt;br /&gt;
|Strategic Analysis=Good use of motion scanners is key to keeping this operative out of danger.  Run and Gun is very useful sometimes for a needed burst of speed to hit a transmitter, but try to save it for only when you truly need it.  Try to spoonfeed kills whenever possible, especially on Data Recovery missions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Anti-EXALT===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Close Combat Specialist (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Hit And Run (Long War)}} &lt;br /&gt;
|TSG={{ Resilience (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=high dmg output, great mobility&lt;br /&gt;
|Weakness=vulnerable if EXALT ever gets to shoot back or uses their explosives&lt;br /&gt;
|Battles=Covert Extractions and Data Recoveries, Terror missions&lt;br /&gt;
|Loadout=Hi Cap Mags, armor plating or Alien Trophy, machine pistol and shotgun&lt;br /&gt;
|Power Ranks=SGT for dmg, GSG for mobility&lt;br /&gt;
|Description=EXALT come in large numbers, and often have fairly high Health, but should be unable to fire on most turns and have no damage resistance. All this makes Assaults of this type the best possible source of damage per turn against them. On Data Recovery missions assaults with this build supported by a few other soldiers should effortlessly rip and tear through the enemy, often not even giving them a single turn of effective fire.  The build can also be effective on Terror missions, with CCS coming into its own against Chrysalids and Zombies and lack of tank not usually being a major concern due to the alien AI’s tendency to shoot at civilians whenever possible.  Resilience can be dropped for Executioner if you aren’t worried about any retaliatory fire and want to maximize damage dealing instead.&lt;br /&gt;
|Strategic Analysis=The plan is simple: charge headlong into EXALT positions and blast them apart while the comm hack prevents them from fighting back.  After using Run and Gun to close the initial gap, take aggressive Hit and Run flanks to kill at least two EXALT per turn.  Keep in mind you can use the Ranger boosted machine pistol to hit long range flanks.  EXALT love to dash toward the “hack zones” presented by the Encoder and Relay, so position your Assault accordingly to punish them with CCS shotgun blasts whenever you can.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Stormtrooper===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Flush (Long War)}} &lt;br /&gt;
|CPL={{ Aggression (Long War)}} &lt;br /&gt;
|SGT={{ Hit And Run (Long War)}} &lt;br /&gt;
|TSG={{ Executioner (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=+2 aim, +2 will&lt;br /&gt;
|Strength=great mix of utility and damage&lt;br /&gt;
|Weakness=burns through ammo quickly, lacks raw power of traditional shotgun assaults&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SMG or Carbine, Shredder Ammo, Hi Cap Mags, situational items&lt;br /&gt;
|Power Ranks=SGT for damage, GSG for mobility&lt;br /&gt;
|Description=This build is enabled by the Gauss Stuttergun (with upgraded ammo from Ammo Conservation). Although shotguns are the usual weapons associated with Assaults, SMG-type weapons make for a good alternative owing to their Mobility boost, which creates more opportunites to flank. Unfortunately, at the start of the game they are severely limited by their low ammunition (2), poor base damage, and poor crit rate.  However, tech progress and soldier promotions change the picture significantly. With Ammo Conservation, the Gauss Stuttergun now has twice as much ammunition (4) and base damage that is only 17% worse than the Assault Rifle equivalent at the same tech. Carbines can also be used if you value the ammo and aim bonus over mobility.  Sprinter can be dropped for Bring Em On if you want more damage rather than more mobility, and VPT can be dropped for Extra Conditioning if you want more durability.&lt;br /&gt;
|Strategic Analysis=Before Stutterguns, an SMG should not be used: take a Shotgun or Assault Rifle instead as you see fit.  Flush with shredder ammo synergizes extremely well with Overwatch specialized squadmates for nearly guaranteed oneshot kill combos on most aliens.  Hit and Run flanks or shots against exposed enemies are also devastating.  Make sure you keep track of your ammo (which goes away very quickly between HnR and Flush) and try to reload whenever possible.  Also note that, even with flanks and Aggression, and relying on crits for its high damage rate, this build will rarely manage to get guaranteed 100% crits (100% to-hit rates can&#039;t be assured either!). It should be used early in a turn, with other soldiers available to follow up and take advantage of its success, or compensate for its failures.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=100463</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=100463"/>
		<updated>2021-04-19T17:39:41Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: /* Covert Operative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Scout]]&lt;br /&gt;
{{Toc (Long War)|28}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Lightning Reflexes (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Flush (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Aggression (Long War) |text=1}}&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Battle Scanner (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Concealment (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{In The Zone (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Hit And Run (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=0 || rank1-aim-add=4 || rank1-will-add=5(-6) || rank1-hp-total=0 || rank1-aim-total=4 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=0 || rank2-aim-total=7 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=4 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=11 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=1 || rank4-aim-total=14 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=3(-4) || rank5-hp-total=1 || rank5-aim-total=18 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=1 || rank6-aim-total=21 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=2 || rank7-aim-total=25 || rank7-will-total=24(-31)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
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, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it&#039;s only use; potent damage dealing perks like &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; (gained relatively early at Tech Sergeant) make the Scout mobile &amp;amp; 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, able to 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 relatively safely using the core class perk &#039;&#039;Lightning Reflexes&#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 gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may 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 multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Aggression&#039;&#039;, &#039;&#039;Bring Em On&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Lone Wolf&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit.  While other DPS classes gain an edge late game (most notably, Infantry and Snipers at Master Sergeant, and Gunners against mechanical units), the Scout readily transitions into one of the best DPS MECs in the game, the Pathfinder.  Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters &#039;&#039;In The Zone&#039;&#039; build.&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 Flashbang or Chem enemies from close range without breaking concealment; 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;Holo-targeting&#039;&#039;, &#039;&#039;Battle Scanners&#039;&#039;, and &#039;&#039;Flush&#039;&#039; offer utility value in various circumstances 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 mid-to-late game Covert 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;
===Concealment Recon===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Battle Scanner (Long War)}} &lt;br /&gt;
|TSG={{ Concealment (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 will, +5 aim, +1 mobility&lt;br /&gt;
|Strength=Excellent recon, holo support and solid chip damage in firefights&lt;br /&gt;
|Weakness=Damage is unreliable due to lack of aim perks, fragile until MSGT&lt;br /&gt;
|Battles=Abductions, UFO missions, Council Missions, Covert Extractions&lt;br /&gt;
|Loadout=Motion Scanner, Armor plating, Chameleon suit&lt;br /&gt;
|Power Ranks=TSG for Overwatching, GSG for tanking&lt;br /&gt;
|Description=Pure information and utility build.  Note: Low Profile does not work with Concealment. Ranger in its place allows some offensive utility, and allows a Strike Rifle to be used with a heavy pistol for reliable short range work. Extra Conditioning gives the Aim and HP to allow the Scout to slug it out when the firefight starts.&lt;br /&gt;
|Strategic Analysis=Get your Scout hidden near the front line to plan engagements and let your snipers and LMG gunners get into position for a devastating first strike. Battle Scanner as a perk and Motion Sensors as an item give ideal information to prevent your squad from walking into a multiple-pod trap. Pick extreme mobility troops and give them a Strike Rifle and heavy Pistol. Caution: Concealment can get your Scout pinned, as you cannot move without activating in sight of an alien.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crit Scout/Mobile Infantry===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Aggression (Long War)}} &lt;br /&gt;
|TSG={{ Hit And Run (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=+1 aim&lt;br /&gt;
|Strength=Deals good damage while keeping good mobility&lt;br /&gt;
|Weakness=Runs out of ammo fast, Lone Wolf and Hit and Run can be unreliable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Targeting Module, Hi Cap Mags&lt;br /&gt;
|Power Ranks=TSG brings the build online, GSG and MSG both bring lots of damage&lt;br /&gt;
|Description=Interestingly, Scouts can take a build path very similar to crit infantry.  Compared to a standard crit infantry build, the crit scout sacrifices some reliability in exchange for more mobility and lightning reflexes which nearly negates danger from covering fire, reactive targeting sensors, and overwatch in general.  Hit and Run functions even better than Light Em Up against enemies out of cover, but only against enemies out of cover.  This means you’ll need a lot of cover destruction on hand and/or need to take aggressive flanks (which can be dangerous to do sometimes) in order to take full advantage of the build.  Lone Wolf can also be hard to activate, particularly on smaller maps or maps with little good cover.&lt;br /&gt;
ITZ can be taken instead of Hit and Run to have the soldier function as a cleaner instead, particularly if none of your other soldiers will have it.  Also Extra Conditioning can be taken instead of VPT to trade raw damage for more reliability and safety.&lt;br /&gt;
|Strategic Analysis=Plays similarly to crit infantry, except good positioning is needed to activate Lone Wolf which is a blessing and a curse compared to Executioner.  Always make sure you shoot uncovered targets first if possible once you have Hit and Run, and keep a brain cell devoted to keeping track of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Battle Scanner (Long War)}} &lt;br /&gt;
|TSG={{ Concealment (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+5 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=Good mobility, good intel with battle scanners and motion trackers, can maintain stealth with concealment, can’t be pinned due to Lightning Reflexes&lt;br /&gt;
|Weakness=Must hold Alien Trophy to stop panic, having active pods with no relay in blue move range is very dangerous&lt;br /&gt;
|Battles=Covert Operative Deployments&lt;br /&gt;
|Loadout=Alien Trophy, Motion Scanner&lt;br /&gt;
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility&lt;br /&gt;
|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults.  Scout Operatives are effective at gaining lots of intel about their surroundings and moving into relay range without activating pods prematurely.&lt;br /&gt;
|Strategic Analysis=Good use of motion scanners and battle scanners is key to keeping this operative out of danger.  Getting in blue move range of the first transmitter is crucial on extraction missions.  If the operative activates a pod before getting in range, break line of sight or take full cover at a location in range of the transmitter for next turn and pray to RNGsus (keep in mind that concealment DOES NOT ACTIVATE when an enemy can see the scout’s starting location).  On data recoveries finish off low hp enemies when possible while chaining transmitters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Low Profile (Long War)}} &lt;br /&gt;
|SGT={{ Flush (Long War)}} &lt;br /&gt;
|TSG={{ Hit And Run (Long War)}} &lt;br /&gt;
|GSG={{ Tactical Sense (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=High utility, noteworthy damage potential&lt;br /&gt;
|Weakness=Damage output is inconsistent due to lack of aim perks, Lightning Reflexes will eventually/occasionally backfire&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Armor plating, Chameleon suit&lt;br /&gt;
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility&lt;br /&gt;
|Description=This is a default Scout build for use in squads that want a Scout for the utility it provides with Lightning Reflexes, but don&#039;t expect to need Scout features such as Concealment/Battle Scanner or an In the Zone build, that instead provides broader utility in general firefights.  Holo-Targeting works well with Flush, below, and generally helps the Scout contribute more towards squad firepower. Low Profile lets the Scout use a wider range of cover, leaving the choice full-cover spots to team-mates.  Tactical Sense helps the Scout dodge Overwatch fire and reduces the chance of them being targeted in other situations, but sprinter is an alternative if you just want to race these soldiers after Meld as fast as possible!&lt;br /&gt;
|Strategic Analysis=Holo+Flush will set up easy shots for squad-mates who are good Overwatchers. With Hit &amp;amp; Run, the Scout can provide considerably more with their own firepower, with the option to slip back to a position fully out of sight after the first shot.  To make the most of this soldier, you’ll need the courage to run enemy overwatches when other soldiers need to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=100461</id>
		<title>Infantry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=100461"/>
		<updated>2021-04-19T07:02:21Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: /* Tank Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Infantry]]&lt;br /&gt;
{{Toc (Long War)|28}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Suppression (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Sentinel (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Rapid Fire (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=9 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=15 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=18 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=21 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Crit Infantry===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Executioner (Long War)}} &lt;br /&gt;
|CPL={{ Aggression (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Sharpshooter (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+6 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=massive dmg output&lt;br /&gt;
|Weakness=vulnerable until Extra Conditioning, relies somewhat on cover destruction support&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Aim/crit item(s), Hi Cap Mags&lt;br /&gt;
|Power Ranks=SGT and GSG for dmg, MSG for survivability&lt;br /&gt;
|Description=This build is a very straightforward mid-range damage dealer.  Crit stacking guarantees crits on exposed enemies and can even land powerful crits on hardened enemies with a bit of luck.    Sharpshooter can be dropped for Lock N’ Load if you prefer having more shots over more consistent crits.  Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency.  Rapid Fire can also be taken for maximum potential damage output, but will burn through your ammo at alarming rates if you don’t have Lock N’ Load to feed the gun.&lt;br /&gt;
|Strategic Analysis=Crit Infantry greatly appreciate holo targeting support and cover destruction support from rocketeers, engineers, and Collateral Damage MECs.  If possible, try to bring a target down to half hp before shooting to activate Executioner (conveniently this often happens for free while destroying cover, especially in early game).  When you get swarmed by several aliens at once, aim for the big guy and let Bring ‘Em On do the rest.  One massive crit on a dangerous threat can swing battle tempo in your favor, nevermind two.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Overwatch Fire Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Covering Fire (Long War)}} &lt;br /&gt;
|CPL={{ Opportunist (Long War)}} &lt;br /&gt;
|SGT={{ Deadeye (Long War)}} &lt;br /&gt;
|TSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|GSG={{ Sentinel (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=good damage output, overwatch utility/dmg&lt;br /&gt;
|Weakness=vulnerable until Extra Conditioning, somewhat inconsistent due to the nature of overwatch&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Aim/crit item(s), Hi Cap Mags&lt;br /&gt;
|Power Ranks=CPL and GSG for overwatching, TSG for consistent ammo availability&lt;br /&gt;
|Description=This build sacrifices some damage potential in exchange for Overwatch utility.  Overwatch will lockdown some enemies and kill others who dare to run or act before it.  Overwatch shots also have favorable interactions with some enemy mechanics, such as not activating intimidate from Berserkers or the shot reflection of Ethereals.  Covering Fire importantly prevents the soldier from being too passive, but can also bait your soldier into taking poor or unhelpful shots.  Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency.  Deadeye can be dropped for Ranger if you prefer more damage overall instead of better shots against flyers.&lt;br /&gt;
|Strategic Analysis=Overwatch builds combo exceptionally well with Flush support, especially in conjunction with holo targeting, for good shots that will often crit. Be wary of enemies that don’t care about Overwatch (such as drones) that might distract your infantry from more pressing threats.  Also beware of any enemy that might have Lightning Reflexes such as Thin Men and Chryssalids.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} &lt;br /&gt;
|CPL={{ Will To Survive (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|GSG={{ Resilience (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 aim, +12 will, +1 mobility&lt;br /&gt;
|Strength=very durable, good and consistent utility&lt;br /&gt;
|Weakness=low dmg output, needs indestructible cover to draw aggro from&lt;br /&gt;
|Battles=All, especially useful on maps with poor cover&lt;br /&gt;
|Loadout=Reinforced armor, other tank items&lt;br /&gt;
|Power Ranks=CPL and MSG for tanking, SGT and TSG for utility&lt;br /&gt;
|Description=Straightforward utility tank build that aims to draw aggro from aliens by suppressing and then survive the potential consequences.  Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to kill as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits. Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry, get slightly more Health per rank, and can stack defensive items without as much offensive penalty but don&#039;t have access to suppression.&lt;br /&gt;
|Strategic Analysis=Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too. It is more important that the cover be indestructible than low/high, as this soldier is vulnerable to cover destruction.  Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.  Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=100460</id>
		<title>Infantry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infantry_(Long_War)&amp;diff=100460"/>
		<updated>2021-04-19T06:51:31Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Infantry (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Infantry]]&lt;br /&gt;
{{Toc (Long War)|28}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Infantry&#039;&#039;&#039; class borrows elements from vanilla XCOM&#039;s Assault and Heavy classes. Their signature ability is &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;, which behaves identically to the vanilla Heavy&#039;s Bullet Swarm perk.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Suppression (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Sharpshooter (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|GunSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Sentinel (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgt3={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{ Rapid Fire (Long War)|text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=0 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=9 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=1 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=2 || rank5-aim-total=15 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=2 || rank6-aim-total=18 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=3 || rank7-aim-total=21 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense&lt;br /&gt;
&lt;br /&gt;
Infantry are mid-range damage dealers. They can fire twice per turn if they don&#039;t move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who&#039;s designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen&#039;s ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry&#039;s ammunition, as it can run out very quickly.&lt;br /&gt;
&lt;br /&gt;
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Opportunist&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Crit Infantry===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Executioner (Long War)}} &lt;br /&gt;
|CPL={{ Aggression (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Sharpshooter (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+6 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=massive dmg output&lt;br /&gt;
|Weakness=vulnerable until Extra Conditioning, relies somewhat on cover destruction support&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Aim/crit item(s), Hi Cap Mags&lt;br /&gt;
|Power Ranks=SGT and GSG for dmg, MSG for survivability&lt;br /&gt;
|Description=This build is a very straightforward mid-range damage dealer.  Crit stacking guarantees crits on exposed enemies and can even land powerful crits on hardened enemies with a bit of luck.    Sharpshooter can be dropped for Lock N’ Load if you prefer having more shots over more consistent crits.  Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency.  Rapid Fire can also be taken for maximum potential damage output, but will burn through your ammo at alarming rates if you don’t have Lock N’ Load to feed the gun.&lt;br /&gt;
|Strategic Analysis=Crit Infantry greatly appreciate holo targeting support and cover destruction support from rocketeers, engineers, and Collateral Damage MECs.  If possible, try to bring a target down to half hp before shooting to activate Executioner (conveniently this often happens for free while destroying cover, especially in early game).  When you get swarmed by several aliens at once, aim for the big guy and let Bring ‘Em On do the rest.  One massive crit on a dangerous threat can swing battle tempo in your favor, nevermind two.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Overwatch Fire Support===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Covering Fire (Long War)}} &lt;br /&gt;
|CPL={{ Opportunist (Long War)}} &lt;br /&gt;
|SGT={{ Deadeye (Long War)}} &lt;br /&gt;
|TSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|GSG={{ Sentinel (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=good damage output, overwatch utility/dmg&lt;br /&gt;
|Weakness=vulnerable until Extra Conditioning, somewhat inconsistent due to the nature of overwatch&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Aim/crit item(s), Hi Cap Mags&lt;br /&gt;
|Power Ranks=CPL and GSG for overwatching, TSG for consistent ammo availability&lt;br /&gt;
|Description=This build sacrifices some damage potential in exchange for Overwatch utility.  Overwatch will lockdown some enemies and kill others who dare to run or act before it.  Overwatch shots also have favorable interactions with some enemy mechanics, such as not activating intimidate from Berserkers or the shot reflection of Ethereals.  Covering Fire importantly prevents the soldier from being too passive, but can also bait your soldier into taking poor or unhelpful shots.  Extra Con can be dropped for VPT if you prefer raw damage over survivability and consistency.  Deadeye can be dropped for Ranger if you prefer more damage overall instead of better shots against flyers.&lt;br /&gt;
|Strategic Analysis=Overwatch builds combo exceptionally well with Flush support, especially in conjunction with holo targeting, for good shots that will often crit. Be wary of enemies that don’t care about Overwatch (such as drones) that might distract your infantry from more pressing threats.  Also beware of any enemy that might have Lightning Reflexes such as Thin Men and Chryssalids.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tank Infantry===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} &lt;br /&gt;
|CPL={{ Will To Survive (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|GSG={{ Resilience (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 aim, +12 will, +1 mobility&lt;br /&gt;
|Strength=very durable, good and consistent utility&lt;br /&gt;
|Weakness=low dmg output, needs indestructible cover to draw aggro from&lt;br /&gt;
|Battles=All, especially useful on maps with poor cover&lt;br /&gt;
|Loadout=Reinforced armor, other tank items&lt;br /&gt;
|Power Ranks=CPL and MSG for tanking, SGT and TSG for utility&lt;br /&gt;
|Description=Straightforward utility tank build that aims to draw aggro from aliens by suppressing and then survive the potential consequences.  Note that bringing a Tank Infantry does not mean you can neglect protective choices on the rest of the squad. The AI considers chance to kill as well as chance to hit, and may pass up an easy shot on the Tank for a less accurate shot on a squadmate that might do a lot more damage in the event it hits. Leaving aside Mechs and SHIVs, this leaves only Assaults as competing main &amp;quot;tanks&amp;quot; or fire magnets. Assaults can get many of the same protective perks as Infantry, get slightly more Health per rank, and can stack defensive items without as much offensive penalty.&lt;br /&gt;
|Strategic Analysis=Tank Infantry are the soldiers you want on the front-line. They should take the half-cover position (unless everyone else visible to the aliens also has full cover) closest to the alien positions (but still at mid-range). Similarly, don&#039;t give the Tank Infantry smoke cover unless all other potential targets have equal smoke cover too. It is more important that the cover be indestructible than low/high, as this soldier is vulnerable to cover destruction.  Each turn, the soldier should shoot once, and then suppress or Command, if an Officer. They are not expected to do major damage to the enemy: the shot is free and any hit is a bonus. The aim is simply to have a soldier who continues to contribute to the firefight while also providing maximum damage absorption.  Finally, Tank Infantry make excellent officers: they get +8 Will from their first two perks and would be good choices for the first Lieutenants you promote. Their battlefield role puts them front and center in the squad: those who need the Will bonus (and other officer benefits) most are likely to be close to the Tank Infantry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=100459</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=100459"/>
		<updated>2021-04-18T21:27:58Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and fleshed out tactical info/suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Sniper]]&lt;br /&gt;
{{Toc (Long War)|75}}&lt;br /&gt;
&lt;br /&gt;
Long War &#039;&#039;&#039;Snipers&#039;&#039;&#039; are akin to the vanilla Sniper. With &#039;&#039;&#039;Squadsight&#039;&#039;&#039; as their first ability, they&#039;re able to inflict long range damage on enemy targets from a position of safety. Note that the Long War version of the perk does not function alongside [[Overwatch_(EU2012)|Overwatch]], unlike [[Abilities_(EU2012)#Sniper_Abilities|its base-game counterpart]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles, Carbines, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Squadsight (Long War) |text=1}} &lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}} &lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Disabling Shot (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Precision Shot (Long War)|text=1 }}&amp;lt;/span&amp;gt;  &lt;br /&gt;
|Corporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Snapshot (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Sharpshooter (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Platform Stability (Long War) |text=1}} &lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Lock N Load (Long War)|text=1}} &lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{In The Zone (Long War) |text=1}}&amp;lt;/span&amp;gt; &lt;br /&gt;
|MSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Mayhem (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Double Tap (Long War) |text=1}}&amp;lt;/span&amp;gt; &lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=0 || rank1-aim-add=4 || rank1-will-add=5(-6) || rank1-hp-total=0 || rank1-aim-total=4 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=4 || rank2-will-add=5(-6) || rank2-hp-total=0 || rank2-aim-total=8 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=4 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=12 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=4 || rank4-will-add=2(-3) || rank4-hp-total=1 || rank4-aim-total=16 || rank4-will-total=15(-19)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=2(-3) || rank5-hp-total=1 || rank5-aim-total=20 || rank5-will-total=17(-22)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=4 || rank6-will-add=2(-3) || rank6-hp-total=1 || rank6-aim-total=24 || rank6-will-total=19(-25)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=2 || rank7-aim-total=28 || rank7-will-total=21(-28)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Long War Snipers are quite similar to vanilla Squadsight snipers, but there are a few differences. Overwatch only works up to limited range, even with &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so the role of &amp;quot;snap shot&amp;quot; skirmishing snipers is filled by snipers with a Marksman Rifles and the [[Scout (Long War)|Scout]]. With &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, snipers are some of your highest damage soldiers. Watch your ammo consumption with Double Tap and ITZ; high cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
The three main &#039;trick&#039; shots, &#039;&#039;&#039;Precision Shot&#039;&#039;&#039; (aka: Headshot), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, and &#039;&#039;&#039;Snapshot&#039;&#039;&#039; are now all on the same tier of Corporal, and thus, mutually exclusive. Disablers help out greatly for doing alien captures and temporarily negating dangerous threats, Precision Shooters are for bringing down heavy alien units, and Snapshot Snipers can hit with flexibility. You may want to customize their names to easily distinguish between them in the Barracks and squad deployment screens (for example: #eadshot, Dis@bling, and $napshot, and putting #, @, or $ at the start of their first name).&lt;br /&gt;
&lt;br /&gt;
If Training Roulette is chosen, a lot of the same advice applies as in Vanilla, plus the various altered/custom Long War abilities (eg: &amp;quot;Lock N&#039; Load&amp;quot; does NOT allow for firing the Sniper Rifle weapons after reloading without Snapshot, as it consumes the first action of a turn: you can still use Steady Weapon, or their pistol slot weapon, instead.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===In the Zone Cleaner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Snapshot (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ In The Zone (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=In the Zone cleanup dmg/utility, Snapshot flexibility&lt;br /&gt;
|Weakness=somewhat mediocre single target dmg&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Aim/crit boosting item(s), Hi Cap Mags&lt;br /&gt;
|Power Ranks=CPL for flexibility, TSGT for dmg, MSGT for In the Zone cleanup capability&lt;br /&gt;
|Description=Classic In the Zone build - finish off multiple (up to 10 in theory) weakened and exposed enemies each turn, from the back line or in the air in late game.  Ranger and Vital Point Targeting give reliable damage over crit chance, which is essential in consistently executing an ITZ chain. Snapshot combos with Lock N Load to allow reloading and more firing, as well as repositioning to get long range flanks and line of sight.&lt;br /&gt;
|Strategic Analysis=Relies on cover destruction and support fire to expose enemies and bring their health into range of a guaranteed kill, especially as each kill with ITZ reduces the next shot&#039;s damage by 1 and critical chance by 10%.  Flying targets also count as exposed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Long Range Assassin/Fist of God===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Precision Shot (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Mayhem (Long War)}}&lt;br /&gt;
|Boost=+2 aim&lt;br /&gt;
|Strength=horrifying single target dmg that can delete most enemies outright&lt;br /&gt;
|Weakness=lacks flexibility requiring good positioning and support, tends to overkill&lt;br /&gt;
|Battles=All, especially large maps&lt;br /&gt;
|Loadout=Aim/crit boosting item(s), Hi Cap Mags for Gauss Long Rifle&lt;br /&gt;
|Power Ranks=TSGT for dmg, GSGT for more crit/Pre. Shot dmg, MSGT for even more dmg&lt;br /&gt;
|Description=The Sniper in this role stays behind and relies on its Squadsight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage. Can guarantee a kill against a squishy enemy every turn, or crack a seemingly invulnerable late-game mech enemy.&lt;br /&gt;
|Strategic Analysis=Good positioning before the fight actually starts is extremely important with this build to guarantee a devastating first strike against alien pods.  Ranger + VPT + Mayhem provide you with +7 average damage which should be enough to guarantee you one shot kills even without a critical.  Therefore Precision Shot should only be used when needed against dangerous, bulky units like mechanicals, Muton Elites, and of course psionics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Double Tap Crit Monster===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Precision Shot (Long War)}} &lt;br /&gt;
|SGT={{ Sharpshooter (Long War)}} &lt;br /&gt;
|TSG={{ Platform Stability (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Double Tap (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Great damage output against one or two enemies per turn&lt;br /&gt;
|Weakness=lacks flexibility requiring good positioning and support, goes through ammo quickly&lt;br /&gt;
|Battles=All, especially large maps&lt;br /&gt;
|Loadout=Aim/crit boosting item(s), Hi Cap Mags,&lt;br /&gt;
|Power Ranks=Gains power steadily with ranks, MSGT doubles dmg when active&lt;br /&gt;
|Description=A Sniper that prefers to dish out two high damage crit shots each turn, versus one extreme damage shot. Kill two squishy enemies each turn, or focus both shots on one tough enemy. Potentially highest damage output of all builds, but has to stop to reload often.  Functions similarly to the pure assassin build, but with slightly more flexibility and ammo management due to Double Tap.  A targeting module can improve crit consistency and damage significantly in early game&lt;br /&gt;
|Strategic Analysis=Good pre-fight positioning, ammo management, keeping track of Double Tap uptime is key to maximizing the effectiveness of this build.  Ideally you want to have 5 shots in your sniper rifle so you can DT, shoot, DT again, reload, and repeat.  If you don’t have Ammo Con. yet and can only have 4 shots consider repositioning and/or steadying or even reloading between DT turns if the situation allows for it.  When using the Gauss Long Rifle Hi Cap Mags are mandatory until Ammo Con. and even then it’s still probably a good idea.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Most Interesting Sniper in the World===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Deadeye (Long War)}} &lt;br /&gt;
|CPL={{ Disabling Shot (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ In The Zone (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=In the Zone cleanup dmg/utility, very flexible, good support with Disabling shot&lt;br /&gt;
|Weakness=sacrifices dmg output, needs to be close to the frontline&lt;br /&gt;
|Battles=All, doesn’t mind maps with bad sightlines&lt;br /&gt;
|Loadout=Strike Rifle, aim/crit boosting items&lt;br /&gt;
|Power Ranks=CPL for support, TSGT for dmg, MSGT for ITZ cleanup&lt;br /&gt;
|Description=See classic In the Zone build, but with Disabling Shot and a Marksman Rifle. Disabling Shot is arguably the best control perk in the game, completely neutralizing some of the most dangerous enemies in the game for a turn as well as making captures significantly less dangerous and more consistent. Using the Marksman Rifle ensures the sniper won&#039;t have blocked Line of Sight in a moment of desperate need. It also allows the build to use In the Zone without Snapshot, and allows moving and shooting without an accuracy penalty.  Deadeye eliminates the difficulty of activating Lone Wolf while using a strike rifle and improves aim against flyers for ITZ chains and clutch Disabling Shots.&lt;br /&gt;
|Strategic Analysis=Requires careful planning to keep enemies out of range, but within the +5 tile Squadsight range of the Marksman Rifle.  Regular Sniper Rifles can be used instead of Strike Rifles if desired on large maps with generally open sight lines, such as roadway maps and landed small/medium UFOs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skirmisher===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Low Profile (Long War)}} &lt;br /&gt;
|CPL={{ Disabling Shot (Long War)}} &lt;br /&gt;
|SGT={{ Ranger (Long War)}} &lt;br /&gt;
|TSG={{ Vital Point Targeting (Long War)}} &lt;br /&gt;
|GSG={{ Tactical Sense (Long War)}} &lt;br /&gt;
|MSG={{ Double Tap (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Relatively safe on the frontline, good dmg output with Double Tap&lt;br /&gt;
|Weakness=Lack of aim perks can make shots somewhat inconsistent&lt;br /&gt;
|Battles=All, doesn’t mind maps with bad sightlines&lt;br /&gt;
|Loadout=Strike Rifle, aim/crit boosting items&lt;br /&gt;
|Power Ranks=CPL for support, GSGT for safety, MSGT for dmg&lt;br /&gt;
|Description=A Sniper that prefers to play at mid range, and can save the squad with a clutch Disabling Shot to take enemies like out of commission for a turn. Low Profile and Tactical Sense allow safe use of the Marksman Rifle to get into otherwise questionable positions and land crucial shots.  Overall damage output is also good, especially when Double Tap is available.  &lt;br /&gt;
|Strategic Analysis=This sniper doesn’t mind being on the frontlines nearly as much as other builds.  As long as you mind your flanks and keep enemy fire focused on your tank units it will likely never even be shot at despite being on the frontlines with the rest of your soldiers.  Be wary of enemy explosives, however, especially when taking positions with destructible cover.  Compared to “The Most Interesting Sniper in the World” (another build that focuses on Strike Rifle use) it can move up against enemies much more confidently, performs better damage against grounded targets in cover, and can shoot the same target twice in one turn.  However, it lacks some consistency against flyers and of course lacks In the Zone cleanup potential.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=100458</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=100458"/>
		<updated>2021-04-18T18:00:26Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: /* Concealment Recon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Scout]]&lt;br /&gt;
{{Toc (Long War)|28}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Lightning Reflexes (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Flush (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Aggression (Long War) |text=1}}&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Battle Scanner (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Concealment (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{In The Zone (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Hit And Run (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=0 || rank1-aim-add=4 || rank1-will-add=5(-6) || rank1-hp-total=0 || rank1-aim-total=4 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=0 || rank2-aim-total=7 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=4 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=11 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=1 || rank4-aim-total=14 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=3(-4) || rank5-hp-total=1 || rank5-aim-total=18 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=1 || rank6-aim-total=21 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=2 || rank7-aim-total=25 || rank7-will-total=24(-31)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
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, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it&#039;s only use; potent damage dealing perks like &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; (gained relatively early at Tech Sergeant) make the Scout mobile &amp;amp; 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, able to 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 relatively safely using the core class perk &#039;&#039;Lightning Reflexes&#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 gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may 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 multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Aggression&#039;&#039;, &#039;&#039;Bring Em On&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Lone Wolf&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit.  While other DPS classes gain an edge late game (most notably, Infantry and Snipers at Master Sergeant, and Gunners against mechanical units), the Scout readily transitions into one of the best DPS MECs in the game, the Pathfinder.  Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters &#039;&#039;In The Zone&#039;&#039; build.&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 Flashbang or Chem enemies from close range without breaking concealment; 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;Holo-targeting&#039;&#039;, &#039;&#039;Battle Scanners&#039;&#039;, and &#039;&#039;Flush&#039;&#039; offer utility value in various circumstances 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 mid-to-late game Covert 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;
===Concealment Recon===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Battle Scanner (Long War)}} &lt;br /&gt;
|TSG={{ Concealment (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 will, +5 aim, +1 mobility&lt;br /&gt;
|Strength=Excellent recon, holo support and solid chip damage in firefights&lt;br /&gt;
|Weakness=Damage is unreliable due to lack of aim perks, fragile until MSGT&lt;br /&gt;
|Battles=Abductions, UFO missions, Council Missions, Covert Extractions&lt;br /&gt;
|Loadout=Motion Scanner, Armor plating, Chameleon suit&lt;br /&gt;
|Power Ranks=TSG for Overwatching, GSG for tanking&lt;br /&gt;
|Description=Pure information and utility build.  Note: Low Profile does not work with Concealment. Ranger in its place allows some offensive utility, and allows a Strike Rifle to be used with a heavy pistol for reliable short range work. Extra Conditioning gives the Aim and HP to allow the Scout to slug it out when the firefight starts.&lt;br /&gt;
|Strategic Analysis=Get your Scout hidden near the front line to plan engagements and let your snipers and LMG gunners get into position for a devastating first strike. Battle Scanner as a perk and Motion Sensors as an item give ideal information to prevent your squad from walking into a multiple-pod trap. Pick extreme mobility troops and give them a Strike Rifle and heavy Pistol. Caution: Concealment can get your Scout pinned, as you cannot move without activating in sight of an alien.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crit Scout/Mobile Infantry===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Aggression (Long War)}} &lt;br /&gt;
|TSG={{ Hit And Run (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=+1 aim&lt;br /&gt;
|Strength=Deals good damage while keeping good mobility&lt;br /&gt;
|Weakness=Runs out of ammo fast, Lone Wolf and Hit and Run can be unreliable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Targeting Module, Hi Cap Mags&lt;br /&gt;
|Power Ranks=TSG brings the build online, GSG and MSG both bring lots of damage&lt;br /&gt;
|Description=Interestingly, Scouts can take a build path very similar to crit infantry.  Compared to a standard crit infantry build, the crit scout sacrifices some reliability in exchange for more mobility and lightning reflexes which nearly negates danger from covering fire, reactive targeting sensors, and overwatch in general.  Hit and Run functions even better than Light Em Up against enemies out of cover, but only against enemies out of cover.  This means you’ll need a lot of cover destruction on hand and/or need to take aggressive flanks (which can be dangerous to do sometimes) in order to take full advantage of the build.  Lone Wolf can also be hard to activate, particularly on smaller maps or maps with little good cover.&lt;br /&gt;
ITZ can be taken instead of Hit and Run to have the soldier function as a cleaner instead, particularly if none of your other soldiers will have it.  Also Extra Conditioning can be taken instead of VPT to trade raw damage for more reliability and safety.&lt;br /&gt;
|Strategic Analysis=Plays similarly to crit infantry, except good positioning is needed to activate Lone Wolf which is a blessing and a curse compared to Executioner.  Always make sure you shoot uncovered targets first if possible once you have Hit and Run, and keep a brain cell devoted to keeping track of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Battle Scanner (Long War)}} &lt;br /&gt;
|TSG={{ Concealment (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+5 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=Good mobility, good intel with battle scanners and motion trackers, can maintain stealth with concealment, can’t be pinned due to Lightning Reflexes&lt;br /&gt;
|Weakness=Must hold Alien Trophy to stop panic, having active pods with no relay in blue move range is very dangerous&lt;br /&gt;
|Battles=Covert Operative Deployments&lt;br /&gt;
|Loadout=Alien Trophy, Motion Scanner&lt;br /&gt;
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility&lt;br /&gt;
|Description=Scout Operatives are effective at gaining lots of intel about their surroundings and moving into relay range without activating pods prematurely.&lt;br /&gt;
|Strategic Analysis=Good use of motion scanners and battle scanners is key to keeping this operative out of danger.  Getting in blue move range of the first transmitter is crucial on extraction missions.  If the operative activates a pod before getting in range, break line of sight or take full cover at a location in range of the transmitter for next turn and pray to RNGsus (keep in mind that concealment DOES NOT ACTIVATE when an enemy can see the scout’s starting location).  On data recoveries finish off low hp enemies when possible while chaining transmitters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Low Profile (Long War)}} &lt;br /&gt;
|SGT={{ Flush (Long War)}} &lt;br /&gt;
|TSG={{ Hit And Run (Long War)}} &lt;br /&gt;
|GSG={{ Tactical Sense (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=High utility, noteworthy damage potential&lt;br /&gt;
|Weakness=Damage output is inconsistent due to lack of aim perks, Lightning Reflexes will eventually/occasionally backfire&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Armor plating, Chameleon suit&lt;br /&gt;
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility&lt;br /&gt;
|Description=This is a default Scout build for use in squads that want a Scout for the utility it provides with Lightning Reflexes, but don&#039;t expect to need Scout features such as Concealment/Battle Scanner or an In the Zone build, that instead provides broader utility in general firefights.  Holo-Targeting works well with Flush, below, and generally helps the Scout contribute more towards squad firepower. Low Profile lets the Scout use a wider range of cover, leaving the choice full-cover spots to team-mates.  Tactical Sense helps the Scout dodge Overwatch fire and reduces the chance of them being targeted in other situations, but sprinter is an alternative if you just want to race these soldiers after Meld as fast as possible!&lt;br /&gt;
|Strategic Analysis=Holo+Flush will set up easy shots for squad-mates who are good Overwatchers. With Hit &amp;amp; Run, the Scout can provide considerably more with their own firepower, with the option to slip back to a position fully out of sight after the first shot.  To make the most of this soldier, you’ll need the courage to run enemy overwatches when other soldiers need to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=100456</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=100456"/>
		<updated>2021-04-18T10:08:09Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: /* Sample Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Scout]]&lt;br /&gt;
{{Toc (Long War)|28}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Lightning Reflexes (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Flush (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Aggression (Long War) |text=1}}&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Battle Scanner (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Concealment (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{In The Zone (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Hit And Run (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=0 || rank1-aim-add=4 || rank1-will-add=5(-6) || rank1-hp-total=0 || rank1-aim-total=4 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=0 || rank2-aim-total=7 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=4 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=11 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=1 || rank4-aim-total=14 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=3(-4) || rank5-hp-total=1 || rank5-aim-total=18 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=1 || rank6-aim-total=21 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=2 || rank7-aim-total=25 || rank7-will-total=24(-31)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
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, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it&#039;s only use; potent damage dealing perks like &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; (gained relatively early at Tech Sergeant) make the Scout mobile &amp;amp; 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, able to 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 relatively safely using the core class perk &#039;&#039;Lightning Reflexes&#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 gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may 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 multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Aggression&#039;&#039;, &#039;&#039;Bring Em On&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Lone Wolf&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit.  While other DPS classes gain an edge late game (most notably, Infantry and Snipers at Master Sergeant, and Gunners against mechanical units), the Scout readily transitions into one of the best DPS MECs in the game, the Pathfinder.  Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters &#039;&#039;In The Zone&#039;&#039; build.&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 Flashbang or Chem enemies from close range without breaking concealment; 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;Holo-targeting&#039;&#039;, &#039;&#039;Battle Scanners&#039;&#039;, and &#039;&#039;Flush&#039;&#039; offer utility value in various circumstances 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 mid-to-late game Covert 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;
===Concealment Recon===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Battle Scanner (Long War)}} &lt;br /&gt;
|TSG={{ Concealment (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 will, +5 aim, +2 mobility&lt;br /&gt;
|Strength=Excellent recon, holo support and solid chip damage in firefights&lt;br /&gt;
|Weakness=Damage is unreliable due to lack of aim perks, fragile until MSGT&lt;br /&gt;
|Battles=Abductions, UFO missions, Council Missions, Covert Extractions&lt;br /&gt;
|Loadout=Motion Scanner, Armor plating, Chameleon suit&lt;br /&gt;
|Power Ranks=TSG for Overwatching, GSG for tanking&lt;br /&gt;
|Description=Pure information and utility build.  Note: Low Profile does not work with Concealment. Ranger in its place allows some offensive utility, and allows a Strike Rifle to be used with a heavy pistol for reliable short range work. Extra Conditioning gives the Aim and HP to allow the Scout to slug it out when the firefight starts.&lt;br /&gt;
|Strategic Analysis=Get your Scout hidden near the front line to plan engagements and let your snipers and LMG gunners get into position for a devastating first strike. Battle Scanner as a perk and Motion Sensors as an item give ideal information to prevent your squad from walking into a multiple-pod trap. Pick extreme mobility troops and give them a Strike Rifle and heavy Pistol. Caution: Concealment can get your Scout pinned, as you cannot move without activating in sight of an alien.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crit Scout/Mobile Infantry===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Aggression (Long War)}} &lt;br /&gt;
|TSG={{ Hit And Run (Long War)}} &lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}}&lt;br /&gt;
|Boost=+1 aim&lt;br /&gt;
|Strength=Deals good damage while keeping good mobility&lt;br /&gt;
|Weakness=Runs out of ammo fast, Lone Wolf and Hit and Run can be unreliable&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE, Targeting Module, Hi Cap Mags&lt;br /&gt;
|Power Ranks=TSG brings the build online, GSG and MSG both bring lots of damage&lt;br /&gt;
|Description=Interestingly, Scouts can take a build path very similar to crit infantry.  Compared to a standard crit infantry build, the crit scout sacrifices some reliability in exchange for more mobility and lightning reflexes which nearly negates danger from covering fire, reactive targeting sensors, and overwatch in general.  Hit and Run functions even better than Light Em Up against enemies out of cover, but only against enemies out of cover.  This means you’ll need a lot of cover destruction on hand and/or need to take aggressive flanks (which can be dangerous to do sometimes) in order to take full advantage of the build.  Lone Wolf can also be hard to activate, particularly on smaller maps or maps with little good cover.&lt;br /&gt;
ITZ can be taken instead of Hit and Run to have the soldier function as a cleaner instead, particularly if none of your other soldiers will have it.  Also Extra Conditioning can be taken instead of VPT to trade raw damage for more reliability and safety.&lt;br /&gt;
|Strategic Analysis=Plays similarly to crit infantry, except good positioning is needed to activate Lone Wolf which is a blessing and a curse compared to Executioner.  Always make sure you shoot uncovered targets first if possible once you have Hit and Run, and keep a brain cell devoted to keeping track of ammo.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Battle Scanner (Long War)}} &lt;br /&gt;
|TSG={{ Concealment (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+5 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=Good mobility, good intel with battle scanners and motion trackers, can maintain stealth with concealment, can’t be pinned due to Lightning Reflexes&lt;br /&gt;
|Weakness=Must hold Alien Trophy to stop panic, having active pods with no relay in blue move range is very dangerous&lt;br /&gt;
|Battles=Covert Operative Deployments&lt;br /&gt;
|Loadout=Alien Trophy, Motion Scanner&lt;br /&gt;
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility&lt;br /&gt;
|Description=Scout Operatives are effective at gaining lots of intel about their surroundings and moving into relay range without activating pods prematurely.&lt;br /&gt;
|Strategic Analysis=Good use of motion scanners and battle scanners is key to keeping this operative out of danger.  Getting in blue move range of the first transmitter is crucial on extraction missions.  If the operative activates a pod before getting in range, break line of sight or take full cover at a location in range of the transmitter for next turn and pray to RNGsus (keep in mind that concealment DOES NOT ACTIVATE when an enemy can see the scout’s starting location).  On data recoveries finish off low hp enemies when possible while chaining transmitters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Low Profile (Long War)}} &lt;br /&gt;
|SGT={{ Flush (Long War)}} &lt;br /&gt;
|TSG={{ Hit And Run (Long War)}} &lt;br /&gt;
|GSG={{ Tactical Sense (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=High utility, noteworthy damage potential&lt;br /&gt;
|Weakness=Damage output is inconsistent due to lack of aim perks, Lightning Reflexes will eventually/occasionally backfire&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Armor plating, Chameleon suit&lt;br /&gt;
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility&lt;br /&gt;
|Description=This is a default Scout build for use in squads that want a Scout for the utility it provides with Lightning Reflexes, but don&#039;t expect to need Scout features such as Concealment/Battle Scanner or an In the Zone build, that instead provides broader utility in general firefights.  Holo-Targeting works well with Flush, below, and generally helps the Scout contribute more towards squad firepower. Low Profile lets the Scout use a wider range of cover, leaving the choice full-cover spots to team-mates.  Tactical Sense helps the Scout dodge Overwatch fire and reduces the chance of them being targeted in other situations, but sprinter is an alternative if you just want to race these soldiers after Meld as fast as possible!&lt;br /&gt;
|Strategic Analysis=Holo+Flush will set up easy shots for squad-mates who are good Overwatchers. With Hit &amp;amp; Run, the Scout can provide considerably more with their own firepower, with the option to slip back to a position fully out of sight after the first shot.  To make the most of this soldier, you’ll need the courage to run enemy overwatches when other soldiers need to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=100442</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=100442"/>
		<updated>2021-04-17T02:38:44Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Cleaned up formatting and added another sample build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Guardian (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;Guardian]]&lt;br /&gt;
{{Toc (Long War)|25}}&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Medic&#039;&#039;&#039; class. Guardians are classically specialised in Restorative Mist use, and can greatly increase both its charges and effectiveness. Guardians can also specialise in improving overwatch, and also have a decent selection of defensive perks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Opportunist (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Field Medic (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Covering Fire (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Packmaster (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Savior (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Deadeye (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgt1={{ Ready For Anything (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Double Tap (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=2(-3) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=2(-3)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=2(-3) || rank2-hp-total=1 || rank2-aim-total=6 || rank2-will-total=4(-6)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=2(-3) || rank3-hp-total=2 || rank3-aim-total=9 || rank3-will-total=6(-9)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=2(-3) || rank4-hp-total=2 || rank4-aim-total=12 || rank4-will-total=8(-12)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=2(-3) || rank5-hp-total=3 || rank5-aim-total=15 || rank5-will-total=10(-15)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=2(-3) || rank6-hp-total=3 || rank6-aim-total=18 || rank6-will-total=12(-18)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=2(-3) || rank7-hp-total=4 || rank7-aim-total=21 || rank7-will-total=14(-21)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Overwatch / Healer===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Field Medic (Long War)}} &lt;br /&gt;
|CPL={{ Covering Fire (Long War)}} &lt;br /&gt;
|SGT={{ Sentinel (Long War)}} &lt;br /&gt;
|TSG={{ Savior (Long War)}} &lt;br /&gt;
|GSG={{ Lock N Load (Long War)}} &lt;br /&gt;
|MSG={{ Ready For Anything (Long War)}}&lt;br /&gt;
|Boost= +2 Aim; + 2 Will&lt;br /&gt;
|Strength=Overwatch dmg/utility, massive healing potential&lt;br /&gt;
|Weakness=Lack of tank perks and/or Squadsight leaves it somewhat vulnerable to heavy burst dmg&lt;br /&gt;
|Battles=Heavy contact missions such as big UFOs, council missions, and alien base assaults&lt;br /&gt;
|Loadout=Heavy Exo suit; Restorative mist(s); Battle Computer/Tactical Sensors; Core Armoring&lt;br /&gt;
|Power Ranks=TSG healing, GSG for sustainable overwatch&lt;br /&gt;
|Description=Other than the Valkyrie, the Guardian is the other MEC unit that provides great OW perks with a high Aim progression (+21 total Aim at MSGT).  This build is a natural upgrade to the OW Medic build.  The unit can fire up to 3 times per turn including reaction fire on enemy actions.  It is also a great healer - each Restorative Mist item is tripled by Field Medic and made more effective by Savior. So, with up to 9 RMs in your bag, your supply of HP is unlikely to ever run dry even on the longest missions.&lt;br /&gt;
|Strategic Analysis=When possible, try to spread out incoming damage among your squad in order to maximize the effectiveness of each Restorative Mist by healing multiple units simultaneously.  The OW Guardian doesn&#039;t benefit too much from other secondary weapons since on most turns it will either fire/OW or reload/OW.  On shorter missions, where you are unlikely to need 9 RMs, consider equipping a grenade launcher or a flame thrower.  Equip anything that increases aim and defense (e.g. Battle Computer, Tactical Sensors), or a Core Armoring to prevent critical hits when taking damage is inevitable.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tank / Healer===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Field Medic (Long War)}} &lt;br /&gt;
|CPL={{ Automated Threat Assessment (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Savior (Long War)}} &lt;br /&gt;
|GSG={{ Absorption Fields (Long War)}} &lt;br /&gt;
|MSG={{ Damage Control (Long War)}}&lt;br /&gt;
|Boost=+2 will, -1 mobility&lt;br /&gt;
|Strength=Limited overwatch utility, exceptional tanking, massive healing&lt;br /&gt;
|Weakness=Limited engagement potential outside of overwatch&lt;br /&gt;
|Battles=Heavy contact missions such as big UFOs, council missions, and alien base assaults&lt;br /&gt;
|Loadout=Heavy Exo Suit; Restorative Mist(s); Core Armoring; Alien Trophy&lt;br /&gt;
|Power Ranks=TSG for healing, GSG for tanking&lt;br /&gt;
|Description=The Guardian tank build is much more versatile than the Goliath tank.  This &amp;quot;armored ambulance&amp;quot; can not only take a punch, but it can also heal itself and everyone around it with a healthy supply of Restorative Mist.&lt;br /&gt;
|Strategic Analysis=Put it in a MEC-5 suit and load up on RM.  Equip a Core Armoring and Alloy Carbide Plating to maximize tanking, and a Battle Computer for increased aim / defense.  The Guardian tank is also more proficient than the Goliath at using its primary weapon due to its +10 aim progression and the Opportunist perk.  Most of the time the unit will be hunkering down into One for All position, and either OW with ATA, or heal.  This build is a suitable upgrade to any support/field medic that doesn&#039;t need to be Psionic.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Overwatch / Tank===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Steadfast (Long War)}} &lt;br /&gt;
|CPL={{ Automated Threat Assessment (Long War)}} &lt;br /&gt;
|SGT={{ Repair Servos (Long War)}} &lt;br /&gt;
|TSG={{ Reactive Targeting Sensors (Long War)}} &lt;br /&gt;
|GSG={{ Absorption Fields (Long War)}} &lt;br /&gt;
|MSG={{ Damage Control (Long War)}}&lt;br /&gt;
|Boost=+9 will, +2 aim, -1 mobility&lt;br /&gt;
|Strength=Exceptional tanking, Overwatch utility, Secondary weapons not relegated to mists&lt;br /&gt;
|Weakness=Gives up unique healing utility of FM+Savior builds, relies on secondary weapons to be proactive in fights&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Heavy Exo Suit; Flamethrower(s); Grenade Launcher; Core Armoring; Incinerator Module; SCOPE&lt;br /&gt;
|Power Ranks=TSG for Overwatching, GSG for tanking&lt;br /&gt;
|Description=If the healing potential of the Guardian is not needed or doesn&#039;t interest you, a more straightforward tanking and overwatching build can be made.  Also, not taking the Restorative Mist perks frees up your secondary weapon slots to be more versatile and proactive.  If you are already satisfied with the tanking power of ATA, Absorption Fields, and Damage Control then Repair Servos can be dropped for Packmaster to stack up on flamethrowers and/or grenades for long missions.&lt;br /&gt;
|Strategic Analysis=The plan of engagement with this build is simple: absorb fire, lockdown enemies with overwatch, and punish anything that gets too close with secondary weapons.  Stacking flamethrowers boosted with an incinerator module puts the power of the sun in the palm of your hands, turning the Guardian into a mobile cremation oven that can potentially oneshot groups of lesser or weakened aliens while also destroying cover and panicking any hapless survivors.  A grenade launcher can also be used to pop cover with more range.    Don&#039;t give any item that increases Defense, or aliens will likely ignore it and shoot at your other troops.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:TeriyakiDynamite&amp;diff=100327</id>
		<title>User:TeriyakiDynamite</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:TeriyakiDynamite&amp;diff=100327"/>
		<updated>2021-04-02T08:40:26Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Created page with &amp;quot;Long War &amp;lt;3&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War &amp;lt;3&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dev_Console_(Long_War)&amp;diff=100326</id>
		<title>Dev Console (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dev_Console_(Long_War)&amp;diff=100326"/>
		<updated>2021-04-02T08:38:24Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Clarified where and how perks can be added while in XCOM HQ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|18}}&lt;br /&gt;
&lt;br /&gt;
This is a list of commands, items, perks, research, foundry projects, and others, that can be added/enabled via the developer&#039;s console. To activate the dev console, you will need to download the modified Engine.upk file from the  [http://www.nexusmods.com/xcom/mods/88/?tab=2&amp;amp;navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88&amp;amp;pUp=1/ Long War Nexus mod page]. &lt;br /&gt;
&lt;br /&gt;
Provided it is installed correctly, press the &#039;\&#039; to bring up the dev console.&lt;br /&gt;
&lt;br /&gt;
Some commands, e.g. &#039;&#039;GivePerk&#039;&#039;, can only be used in the tactical game (Battlescape).  Others, e.g. &#039;&#039;GiveItem, GiveTech, and GiveFoundry&#039;&#039;, are part of the strategy game, so they will only work in XCOM HQ (Geoscape).&lt;br /&gt;
&lt;br /&gt;
===Perks ===&lt;br /&gt;
To add a perk to one of your units, type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GivePerk&amp;lt;/b&amp;gt; [array number]&amp;lt;/i&amp;gt; in the console &amp;lt;b&amp;gt;while you are in Battlescape and your mouse pointer is over that unit or while in the LOADOUT screen for a given soldier&amp;lt;/b&amp;gt;. To remove a perk, add a &amp;lt;b&amp;gt;-&amp;lt;/b&amp;gt; (dash) before the perk name.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
*Adding alien perks to Xcom and vice-versa could have some bizarre effects, mostly due to lack of animations for the unit in question to use the new perk. Some units might also not have their AI programmed to make use of the perks you give them, for example Stealth on a Chrysalid. &lt;br /&gt;
*You can use the command &amp;lt;b&amp;gt;GivePsiPerks&amp;lt;/b&amp;gt; to a selected soldier in both Geo- and Battlescape.&lt;br /&gt;
*The command &amp;lt;b&amp;gt;GiveBottomPerks&amp;lt;/b&amp;gt; gives the first perks of a soldier&#039;s class. (all of them, not just one per promotion)&lt;br /&gt;
*The reverse command, &amp;lt;b&amp;gt;GiveTopPerks&amp;lt;/b&amp;gt;, gives the top perks of a soldier&#039;s class. (all of them, not just one per promotion)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Perks list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Perk Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array Number     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| None || 0 || ePerk_None&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| So Shall You Fight || 1 || ePerk_OTS_XP&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Precision Shot || 2 ||  ePerk_PrecisionShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| SquadSight || 3 ||  ePerk_SquadSight&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Secondary Heart || 4 ||  ePerk_GeneMod_SecondHeart&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Low Profile || 5 ||  ePerk_LowProfile&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Run And Gun || 6 ||  ePerk_RunAndGun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autopsy Required || 7 ||  ePerk_AutopsyRequired&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Scanner || 8 ||  ePerk_BattleScanner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Disabling Shot || 9 ||  ePerk_DisablingShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Opportunist || 10 ||  ePerk_Opportunist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Executioner || 11 ||  ePerk_Executioner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Officer (in command of a mission?) || 12 ||  ePerk_OTS_Leader&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Double Tap || 13 ||  ePerk_DoubleTap&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| In The Zone || 14 ||  ePerk_InTheZone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damn Good Ground || 15 ||  ePerk_DamnGoodGround&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Snap Shot || 16 ||  ePerk_SnapShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Will To Survive || 17 ||  ePerk_WillToSurvive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fire Rocket || 18 ||  ePerk_FireRocket&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Holo-Targeting || 19 || ePerk_TracerBeams&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Adrenal Neurosympathy || 20 ||  ePerk_GeneMod_Adrenal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Suppression || 21 || ePerk_FocusedSuppression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Ammo || 22 || ePerk_ShredderRocket&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rapid Reaction || 23 || ePerk_RapidReaction&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Grenadier || 24 || ePerk_Grenadier&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Danger Zone || 25 || ePerk_DangerZone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ready For Anything || 26 || ePerk_BulletSwarm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Extra Conditioning || 27 || ePerk_ExtraConditioning&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neural Damping || 28 || ePerk_GeneMod_BrainDamping&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neural Feedback || 29 || ePerk_GeneMod_BrainFeedback&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hyper-Reactive Pupils || 30 || ePerk_GeneMod_Pupils&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sprinter || 31 || ePerk_Sprinter&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aggression || 32 || ePerk_Aggression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tactical Sense || 33 || ePerk_TacticalSense&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Close Encounters || 34 || ePerk_CloseAndPersonal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Lightning Reflexes || 35 || ePerk_LightningReflexes&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rapid Fire || 36 || ePerk_RapidFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flush || 37 || ePerk_Flush&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Depth Perception || 38 || ePerk_GeneMod_DepthPerception&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Bring &#039;Em On || 39 || ePerk_BringEmOn&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Close Combat Specialist || 40 || ePerk_CloseCombatSpecialist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Killer Instinct || 41 || ePerk_KillerInstinct&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Bioelectric Skin || 42 || ePerk_GeneMod_BioelectricSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Resilience || 43 || ePerk_Resilience&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smoke Grenade || 44 || ePerk_SmokeBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Adaptive Bone Marrow || 45 || ePerk_GeneMod_BoneMarrow&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Random Subclass || 46 || ePerk_StunImmune&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Covering Fire || 47 || ePerk_CoveringFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Field Medic || 48 || ePerk_FieldMedic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pyrokinesis || 49 || ePerk_RifleSuppression_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muscle Fiber Density || 50 || ePerk_GeneMod_MuscleFiber&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Combat Drugs || 51 || ePerk_CombatDrugs&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Dense Smoke || 52 ||  ePerk_DenseSmoke&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Packmaster || 53 ||  ePerk_DeepPockets&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sentinel || 54 ||  ePerk_Sentinel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Savior || 55 ||  ePerk_Savior&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Revive || 56 ||  ePerk_Revive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elevated Ground || 57 || ePerk_HeightAdvantage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Lock N’ Load || 58 || ePerk_Disabled_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sapper || 59 || ePerk_ImmuneToDisable_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Suppressed || 60 || ePerk_SuppressedActive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Critically Wounded || 61 || ePerk_CriticallyWounded&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Airborne || 62 || ePerk_Flying&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stealth || 63 || ePerk_Stealth&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| HEAT Warheads || 64 || ePerk_Poisoned&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Combat Stimmed || 65 || ePerk_CombatStimActive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Javelin Rockets || 66 || ePerk_Implanted&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Panicked || 67 ||  ePerk_Panicked&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mindfray || 68 ||  ePerk_MindFray&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Panic || 69 ||  ePerk_PsiPanic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Inspiration || 70 ||  ePerk_PsiInspiration&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mind Control || 71 ||  ePerk_MindControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Telekinetic Field || 72 ||  ePerk_TelekineticField&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Rift || 73 ||  ePerk_Rift&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mind Merge (active perk) || 74 ||  ePerk_MindMerge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mind Merge (passive status) || 75 ||  ePerk_MindMerger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Hardened || 76 ||  ePerk_Hardened&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Greater Mind Merge (active perk) || 77 ||  ePerk_GreaterMindMerge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Greater Mind Merge ( passive status) || 78 ||  ePerk_GreaterMindMerger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Evasion || 79 ||  ePerk_Evade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Launch || 80 ||  ePerk_Launch&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Bombard || 81 ||  ePerk_Bombard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Leap || 82 ||  ePerk_Leap&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Acid Spit || 83 ||  ePerk_Plague&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Venomous Claws || 84 ||  ePerk_Poison&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Blood Call || 85 ||  ePerk_BloodCall&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Intimidate || 86 ||  ePerk_Intimidate&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Fallen Comrades || 87 ||  ePerk_FallenComrades&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Bloodlust || 88 ||  ePerk_Bloodlust&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Bullrush || 89 ||  ePerk_BullRush&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| HEAT Ammo || 90 ||  ePerk_HEATAmmo&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Smoke And Mirrors || 91 ||  ePerk_SmokeAndMirrors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shock and Awe || 92 || ePerk_Rocketeer&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mayhem || 93 ||  ePerk_Mayhem&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ranger || 94 ||  ePerk_Gunslinger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Concealment || 95 ||  ePerk_GeneMod_MimeticSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Cluster Bomb || 96 ||  ePerk_ClusterBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Lance || 97 ||  ePerk_PsiLance&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Death Blossom || 98 ||  ePerk_DeathBlossom&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Overload || 99 ||  ePerk_Overload&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Control || 100 ||  ePerk_PsiControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Drain || 101 ||  ePerk_PsiDrain&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Repair || 102 ||  ePerk_Repair&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Cannon Fire || 103 ||  ePerk_CannonFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Implant || 104 ||  ePerk_Implant&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Chryssalid Spawn || 105 ||  ePerk_ChryssalidSpawn&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Battle Fatigue || 106 ||  ePerk_BattleFatigue&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Range (bonus) || 107 ||  ePerk_OnlyForGermanModeStrings_ItemRangeBonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Range (penalty) || 108 ||  ePerk_OnlyForGermanModeStrings_ItemRangePenalty&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Scope (Foundry upgrade) || 109 ||  ePerk_Foundry_Scope&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Pistol (Foundry Pistol I upgrade) || 110 ||  ePerk_Foundry_PistolI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Pistol (Foundry Pistol II upgrade) || 111 ||  ePerk_Foundry_PistolII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Tandem Warheads || 112 || ePerk_Foundry_PistolIII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ammo Conservation (Foundry upgrade) || 113 ||  ePerk_Foundry_AmmoConservation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Fire In the Hole || 114 || ePerk_Foundry_AdvancedFlight&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Arc Thrower (Foundry upgrade) || 115 ||  ePerk_Foundry_ArcThrowerII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Deadeye || 116 ||  ePerk_Foundry_MedikitII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Drone Capture (Foundry Upgrade) || 117 || ePerk_Foundry_CaptureDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Field Repairs (Foundry Upgrade) || 118 || ePerk_Foundry_SHIVHeal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psychokinetic Strike  || 119 || ePerk_Foundry_SHIVSuppression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Elerium Fuel || 120 || ePerk_Foundry_EleriumFuel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| MEC Close Combat || 121 || ePerk_Foundry_MECCloseCombat&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stay Frosty  || 122 || ePerk_Foundry_AdvancedServomotors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shaped Armor (Foundry Upgrade) || 123 || ePerk_Foundry_ShapedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sentinel Module || 124 || ePerk_Foundry_SentinelDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Grenades || 125 || ePerk_Foundry_AlienGrenades&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Light ‘Em Up  || 126 || ePerk_PlasmaBarrage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stealth (Seeker version) || 127 || ePerk_SeekerStealth&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ghost mode || 128 || ePerk_StealthGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Reaper Rounds  || 129 || ePerk_ReaperRounds&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Disorientated  || 130 || ePerk_Disoriented&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Collateral Damage  || 131 || ePerk_Barrage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Automated Threat Assessment || 132 || ePerk_AutoThreatAssessment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Fire Control  || 133 || ePerk_AdvancedFireControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Damage Control  || 134 || ePerk_DamageControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Vital Point Targeting  || 135 || ePerk_XenobiologyOverlays&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| One For All|| 136 || ePerk_OneForAll&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Jetboot Module  || 137 || ePerk_JetbootModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Combined Arms  || 138 || ePerk_ExpandedStorage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Repair Servos  || 139 || ePerk_RepairServos&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Fortiores Una || 140 || ePerk_Overdrive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Platform Stability || 141 || ePerk_PlatformStability&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Absorption Fields || 142 || ePerk_AbsorptionFields&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shock Absorbent Armor || 143 ||  ePerk_ShockAbsorbentArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Reactive Targeting Sensors || 144 ||  ePerk_ReactiveTargetingSensors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Body Shield || 145 ||  ePerk_BodyShield&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Distortion Field || 146  ||  ePerk_DistortionField&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Adrenaline Surge || 147 ||  ePerk_GeneMod_AdrenalineSurge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Iron Skin || 148 ||  ePerk_GeneMod_IronSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Regen Biofield || 149 ||  ePerk_GeneMod_RegenPheromones&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Field Surgeon || 150 ||  ePerk_CovertPockets&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| EXALT Comm Hack || 151 ||  ePerk_CovertHacker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Semper Vigilans || 152 ||  ePerk_Medal_UrbanA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sharpshooter || 153 ||  ePerk_Medal_UrbanB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Steadfast || 154 ||  ePerk_Medal_DefenderA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Smart Macrophages || 155 ||  ePerk_Medal_DefenderB	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Legio Patria Nostra || 156 ||  ePerk_Medal_InternationalA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Band of Warriors || 157 ||  ePerk_Medal_InternationalB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| So Others May Live || 158 ||  ePerk_Medal_CouncilA	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Lone Wolf || 159 ||  ePerk_Medal_CouncilB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Esprit de Corps || 160 ||  ePerk_Medal_TerraA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Into the Breach || 161 ||  ePerk_Medal_TerraB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Paramedic || 162 ||  ePerk_Dazed&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Aiming Angles (bonus) || 163 ||  ePerk_OnlyForGermanModeStrings_AimingAnglesBonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Catching Breath || 164 ||  ePerk_CatchingBreath&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Tactical Rigging || 165 ||  ePerk_Foundry_TacticalRigging&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Strangle || 166 ||  ePerk_SeekerStrangle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Hit and Run || 167 ||  ePerk_ReinforcedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Shield || 168 ||  ePerk_MindMerge_Mechtoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Electropulsed || 169 ||  ePerk_Electropulse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Nearby Officer || 170 ||  ePerk_OTS_Leader_Bonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Lead By Example || 171 ||  ePerk_OTS_Leader_TheLeader&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| None ||  172 ||  ePerk_MAX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items ===&lt;br /&gt;
To add an item to inventory, type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveItem&amp;lt;/b&amp;gt; [name without eItem sign] [amount]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Items list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Item name  &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array number  &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Motion Tracker || 222 || eItem_END_EXALT_COLLECTIBLES_15&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sawed-Off Shotgun || 254 || eItem_END_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| LMG || 246 || eItem_BEGIN_MEC_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Rifle || 241 || eItem_EXALTLoot1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Machine Pistol ||236 || eItem_MecArmor3_Flamethrower_Grenade_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SMG ||231 || eItem_MecArmor2_Flamethrower_Mist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Marksman&#039;s Rifle || 226 || eItem_MecArmor1_Kinetic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Assault Carbine || 32 || eItem_SectopodArm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Seraph Armor || 67 || eItem_END_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aurora Armor || 68 || eItem_BEGIN_ITEMS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Vortex Armor ||  65  || eItem_ArmorPsi&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV Autocannon || 109 || eItem_ShivMinigun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rocket Launcher || 218 || eItem_ExaltRocketLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Minigun|| 28|| eItem_Chaingun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shotgun|| 4 || eItem_Shotgun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sniper Rifle|| 213 || eItem_ExaltSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SAW|| 214|| eItem_ExaltLMG&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Assault Rifle  || 212|| eItem_ExaltAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pistol|| 2 ||eItem_Pistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-1 Paladin||193 || eItem_MecArmor1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-2 Defender||194 || eItem_MecArmor2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-3 Valiant|| 145 || eItem_ZombieCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-4 Dauntless||195 || eItem_MecArmor3&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-5 Devastator ||148|| eItem_END_EXALT_COLLECTIBLES_23&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-6 Vanguard||191|| eItem_END_EXALT_COLLECTIBLES_21&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-7 Vindicator || 210|| eItem_END_EXALT_COLLECTIBLES_20&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Augments armor|| 192||eItem_MecCivvies&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Leather Jacket|| 66 ||eItem_ArmorCovertOps&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV|| 113 ||eItem_SHIVDeck_I&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy SHIV|| 114 || eItem_SHIVDeck_II&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hover SHIV|| 115 || eItem_SHIVDeck_III&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shadow Armor||64 || eItem_ArmorGhost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Archangel Armor|| 63 || eItem_ArmorArchangel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Titan Armor || 62|| eItem_ArmorTitan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Pistol|| 8|| eItem_LaserPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Rifle|| 215|| eItem_ExaltLaserAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autolaser || 217 || eItem_ExaltHeavyLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Sniper Rifle|| 216|| eItem_ExaltLaserSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Scatter Laser||10 || eItem_LaserAssaultGun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Carbine|| 251|| eItem_BEGIN_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Laser|| 149 || eItem_BEGIN_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Laser Lance|| 29 || eItem_Railgun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Strike Rifle || 227 || eItem_MecArmor1_Flamethrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Shatterray || 232|| eItem_MecArmor3_Kinetic_Grenade_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heater|| 237|| eItem_MecArmor3_Flamethrower_Grenade_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Laser Rifle ||242 || eItem_EXALTLoot2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gatling Laser ||247 || eItem_END_MEC_ARMOR	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Arc Rifle || 253|| eItem_END_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Rifle|| 3|| eItem_AssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Autorifle||5 || eItem_LMG&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Long Rifle||6 || eItem_SniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Cannon||16 || eItem_AlloyCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Railgun|| 186|| eItem_XPACK_BEGIN_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Recoilless Rifle|| 7|| eItem_RocketLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV Sentry Gun||110 || eItem_ShivSentry&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Carbine || 53|| eItem_SoldierNoWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Strike Rifle|| 228|| eItem_MecArmor2_Kinetic_Grenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Stuttergun|| 233|| eItem_MecArmor3_Kinetic_Grenade_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss AutoPistol|| 238|| eItem_MecArmor3_Flamethrower_Mist_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Gauss Rifle||243 || eItem_EXALTLoot3&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Machine Gun|| 248|| eItem_CorpsePlaceholder2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Rifle|| 9 || eItem_LaserAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Autolaser||11|| eItem_HeavyLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Sniper Rifle|| 12 || eItem_LaserSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Pulser||111 || eItem_ShivLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Carbine|| 252|| eItem_BEGIN_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Scatter Blaster||1 || eItem_BEGIN_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Pulse Lance|| 190||  eItem_XPACK_END_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster Rifle|| 229|| eItem_MecArmor2_Kinetic_Mist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Stengun|| 234|| eItem_MecArmor3_Kinetic_Mist_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster||239 || eItem_MecArmor3_Flamethrower_Mist_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Pulse Rifle  || 244|| eItem_BEGIN_EXALT_WEAPONS  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gatling Pulser||249 || eItem_END_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Pistol|| 13 || eItem_PlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Carbine||14 || eItem_PlasmaLightRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Rifle|| 15 || eItem_PlasmaAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Sniper|| 18 || eItem_PlasmaSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Novagun|| 17|| eItem_HeavyPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Particle Beam||30 || eItem_ParticleBeam&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster Launcher|| 19|| eItem_BlasterLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Plasma||112 || eItem_ShivPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reflex Cannon ||99 || eItem_BEGIN_VEHICLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reflex Rifle|| 230|| eItem_MecArmor2_Flamethrower_Grenade &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Stormgun|| 235|| eItem_MecArmor3_Kinetic_Mist_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Mauler|| 240|| eItem_BEGIN_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Heavy Plasma Rifle || 245|| eItem_END_EXALT_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Plasma Dragon || 250|| eItem_BEGIN_CAPTIVES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Flamethrower|| 23|| eItem_MecFlameThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Kinetic Strike Module|| 22|| eItem_MecKineticArm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Proximity Mine Launcher||27 || eItem_MecProximityMineLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Electro Pulse|| 26 || eItem_MecElectroPulse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Grenade Launcher||24 || eItem_MecGrenadeLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Restorative Mist ||25 || eItem_MecRestorativeMist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| HE Grenade || 81|| eItem_FragGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| AP Grenade || 87|| eItem_NeedleGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flashbang Grenade||83 || eItem_FlashBang&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smoke Grenade|| 82 || eItem_SmokeGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Scanner || 97|| eItem_BattleScanner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 84|| eItem_AlienGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mimic Beacon||88 || eItem_MimicBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chem Grenade || 86|| eItem_GasGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shadow Device||85 || eItem_GhostGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Grenade|| 96 || eItem_PsiGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Arc Thrower ||73 || eItem_ArcThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Medikit||69 || eItem_Medikit&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Combat Stims|| 70|| eItem_CombatStims&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Grapple|| 38|| eItem_Grapple&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chitin Plating|| 72|| eItem_ChitinPlating&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Plating|| 75|| eItem_ReinforcedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mind Shield||71 || eItem_MindShield&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Respirator Implant|| 76|| eItem_RespiratorImplant&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reaper Rounds || 78|| eItem_ReaperRounds&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Marksman&#039;s Scope|| 34|| eItem_SectopodHeatRay&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rocket || 77|| eItem_BallisticModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Rocket|| 89|| eItem_BEGIN_ALIEN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chameleon Suit|| 94|| eItem_END_EXALT_COLLECTIBLES_25&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ceramic Plates|| 95|| eItem_END_ALIEN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Bipod|| 196|| eItem_END_EXALT_COLLECTIBLES_0&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Breaching Ammo|| 197|| eItem_END_EXALT_COLLECTIBLES_1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Impact Vest|| 200|| eItem_END_EXALT_COLLECTIBLES_4&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Walker Servos ||202 || eItem_END_EXALT_COLLECTIBLES_6&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neural Gunlink||203 || eItem_END_EXALT_COLLECTIBLES_7&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Ammo || 204|| eItem_END_EXALT_COLLECTIBLES_8&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Screen ||205 || eItem_END_EXALT_COLLECTIBLES_9&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Illuminator Gunsight||209 || eItem_END_EXALT_COLLECTIBLES_13&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reinforced Armor ||220 || eItem_NullPrereq&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neuroregulator ||224 || eItem_END_EXALT_COLLECTIBLES_17&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| The Thumper ||129 || eItem_END_EXALT_COLLECTIBLES_28&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tactical Sensors|| 201|| eItem_END_EXALT_COLLECTIBLES_5&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Incinerator Module||211|| eItem_END_EXALT_COLLECTIBLES_18&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| HEAT Ammo||107 || eItem_END_VEHICLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Counterfire Pods ||123 || eItem_END_SHIP_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smartshell Pods||124 || eItem_END_EXALT_COLLECTIBLES_29&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Weapon Supercoolers|| 128|| eItem_END_EXALT_COLLECTIBLES_27&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autosentry Turret || 130|| eItem_END_EXALT_COLLECTIBLES_24&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Adaptive Tracking Pods || 131|| eItem_CivilianCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Core Armoring  || 132|| eItem_TankCorpse &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damage Control Pod ||133 || eItem_SoldierCorpse &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Advanced Suppression Module || 199|| eItem_END_EXALT_COLLECTIBLES_3 &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elerium Turbos||221 || eItem_END_EXALT_COLLECTIBLES_14&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Computer|| 90|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Holo-Targeter|| 108|| eItem_END_EXALT_COLLECTIBLES_30&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy-Carbide Plating|| 189|| eItem_END_EXALT_COLLECTIBLES_22&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fuel Cell||178 || eItem_DamagedHyperwaveBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Trophy||98 || eItem_END_GRENADES &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cognitive Enhancer|| 223|| eItem_END_EXALT_COLLECTIBLES_16&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|SCOPE ||74 || eItem_TargetingModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Jacketed Rounds|| 31|| eItem_BEGIN_SPECIAL_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Enhanced Beam Optics || 40|| eItem_BEGIN_ALIEN_SHARED_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Stellerator|| 48|| eItem_END_ALIEN_SHARED_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Sight|| 79|| eItem_END_ITEMS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hi Cap Mags|| 80|| eItem_BEGIN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Armor Piercing Ammo||198 ||eItem_END_EXALT_COLLECTIBLES_2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Targeting Module|| 219|| eItem_END_EXALT_COLLECTIBLES_19&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flak Ammo|| 225|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Alien Pistol || 21 || eItem_SeekerPlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Pistol||41 || eItem_SectoidPlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 52|| eItem_OutsiderWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 42 || eItem_PlasmaLightRifle_ThinMan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine ||43 || eItem_PlasmaLightRifle_Floater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 44 || eItem_PlasmaLightRifle_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Rifle || 45 || eItem_PlasmaAssaultRifle_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Rifle || 46||eItem_HeavyPlasma_Floater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Heavy Weapon|| 47||eItem_HeavyPlasma_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon ||20 || eItem_MechtoidPlasmaCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon|| 185 ||eItem_SectopodChestCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Turret || 33 ||eItem_SectopodCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectopod Cluster Bomb|| 55 ||eItem_SectopodClusterBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Drone Beam || 36 ||eItem_DroneBeam&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon || 39 ||eItem_CyberdiscWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade || 92 ||eItem_MutonGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 93||eItem_CyberdiscGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 91 ||eItem_FloaterGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Amp|| 37|| eItem_PsiAmp&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Locus ||50 ||eItem_ElderWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Chryssalid Claw || 35 ||eItem_ChryssalidClaw&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Seeker Tentacles|| 56 ||eItem_SeekerTentacles&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Zombie Fist ||49 || eItem_ZombieFist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Blade|| 51||eItem_MutonBlade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Acid Spit|| 54||eItem_Plague&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tac Vest || 57||eItem_END_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Banshee Armor || 58 || eItem_BEGIN_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tac Armor ||59 || eItem_ArmorKevlar&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Carapace Armor || 60 || eItem_ArmorCarapace&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Corsair Armor || 61 || eItem_ArmorSkeleton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV ||100 || eItem_SHIV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy SHIV ||101  || eItem_SHIV_Alloy&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hover SHIV || 102|| eItem_SHIV_Hover&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Interceptor || 103 ||eItem_Interceptor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Firestorm || 104 ||eItem_Firestorm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Skyranger || 105  ||eItem_Skyranger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Satellite || 106 || eItem_Satellite&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Stingray Missiles || 116 || eItem_BEGIN_SHIP_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Phoenix Cannon|| 117|| eItem_IntWeap_I&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Avalanche Missiles || 118|| eItem_IntWeap_II&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Laser Cannon  || 119 || eItem_IntWeap_III&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Cannon|| 120||eItem_IntWeap_IV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|EMP Cannon  || 121 ||eItem_IntWeap_V&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fusion Lance|| 122 || eItem_IntWeap_VI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Defense Matrix (Dodge) || 125 || eItem_IntConsumable_Dodge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| UFO Tracking (Boost) || 126 ||eItem_IntConsumable_Boost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Uplink Targeting (Aim) || 127 || eItem_IntConsumable_Hit&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Corpse|| 134 || eItem_SectoidCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Sectoid Commander Corpse|| 135 || eItem_SectoidCommanderCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Corpse|| 136 || eItem_FloaterCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Floater Corpse || 137 || eItem_FloaterHeavyCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Thin Man Corpse || 138 ||eItem_ThinManCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Corpse ||139 || eItem_MutonCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Elite Corpse || 140 ||eItem_MutonEliteCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Berserker Corpse || 141|| eItem_BerserkerCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cyberdisc Wreck||142 ||eItem_CyberdiscCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Ethereal Corpse|| 143 ||eItem_EtherealCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cryssalid Carcass || 144 || eItem_CryssalidCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectopod Wreck|| 146|| eItem_SectopodCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Drone Wreck|| 147|| eItem_DroneCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Captive|| 150 || eItem_SectoidCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Commander Captive|| 151|| eItem_SectoidCommanderCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Captive|| 152 || eItem_FloaterCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Heavy Captive|| 153 || eItem_FloaterHeavyCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Thin Man Captive||154 || eItem_ThinManCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Captive|| 155 || eItem_MutonCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Muton Elite Captive|| 156|| eItem_MutonEliteCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Berserker Captive ||157 || eItem_BerserkerCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ethereal Captive|| 158|| eItem_EtherealCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Phalanx Armor|| 159|| eItem_END_CAPTIVES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aegis Armor || 160 || eItem_BEGIN_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elerium ||161 || eItem_Elerium115&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Alloys || 162|| eItem_AlienAlloys&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Weapon Fragments || 163|| eItem_WeaponFragment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Meld || 164 || eItem_Meld&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Entertainment || 165|| eItem_AlienEntertainment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Food || 166|| eItem_AlienFood&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Stasis Tank || 167 || eItem_AlienStasisTank&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Computer || 168 || eItem_UFONavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| AlienSurgery || 169 || eItem_AlienSurgery&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| UFO Power Source || 170 || eItem_UFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hyperwave Beacon|| 171 || eItem_HyperwaveBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Damaged Alien Entertainment  || 172 ||eItem_DamagedAlienEntertainment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Damaged Alien Food || 173 ||eItem_DamagedAlienFood&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged Alien StasisTank|| 174 ||eItem_DamagedAlienStasisTank&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged UFO Navigation ||175 || eItem_DamagedUFONavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged Alien Surgery || 176 ||eItem_DamagedAlienSurgery&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged UFO PowerSource || 177||eItem_DamagedUFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fusion Core || 179 || eItem_UFOFusionLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ethereal Device || 180 || eItem_PsiLink&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Exalt Intel||181  || eItem_ExaltIntel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Kestrel Armor ||182 || eItem_END_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Outsider Shard|| 183 || eItem_Base_Shard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Skeleton Key|| 184||eItem_Skeleton_Key&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Mechtoid Core || 187 ||eItem_MechtoidCore&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Seeker Corpse || 188 || eItem_SeekerCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rebuild SHIV|| 206|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Rebuild Alloy SHIV || 207||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rebuild Hover SHIV|| 208||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| NONE|| 0|| eItem_NONE&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Research projects ===&lt;br /&gt;
Type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveTech&amp;lt;/b&amp;gt; [name without eTech sign; array number if no name is present]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
*The command &amp;lt;b&amp;gt;GiveAllTech&amp;lt;/b&amp;gt; completes all Research projects and unlocks all Gene mods.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Research projects list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Project Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array Number     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Xenobiology || 1 || eTech_Xenobiology&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Xenoneurology || 2 || eTech_ArcThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Operations || 3 || eTech_BaseShard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Propulsion || 4 || eTech_Firestorm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sectoid Commander Autopsy || 5 || eTech_AutopsySectoidCommander&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Communications || 6 || eTech_Hyperwave&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Command and Control || 7 || eTech_PsiLink&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Xenogenetics || 8 || eTech_Meld&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Elerium || 9 || eTech_Elerium&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mind And Machine || 10 || eTech_PsiArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Body Armor || 11 || eTech_Armor_Carapace&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mobile Power Armor || 12 || eTech_Armor_Carapace&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Power Armor || 13 || eTech_Armor_Titan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stealth Systems || 14 || eTech_Armor_Ghost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Antigrav Systems || 15 || eTech_Armor_ArchAngel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Weaponry || 16 || eTech_WeaponFragments&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Materials || 17 || eTech_AlienMaterials&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Experimental Warfare || 18 || eTech_Exp_Warfare&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Beam Lasers || 19 || eTech_LaserWeapons&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Beam Lasers || 20 || eTech_PrecisionLasers&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Pulse Lasers || 21 || eTech_HeavyLasers&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Compact Plasma Weapons || 22 || eTech_Plasma_Pistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Plasma Weapons || 23 || eTech_Plasma_Light&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Plasma Weapons || 24 || eTech_Plasma_Rifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Heavy Plasma Weapons || 25 || eTech_Plasma_Heavy&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Precision Plasma Weapons || 26 || eTech_Plasma_Sniper&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Gauss Weapons || 27 || eTech_Alloy_Cannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Vehicular Plasma Weapons || 28 || eTech_Plasma_Cannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Fusion Weapons || 29 || eTech_Fusion_Launcher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Gauss Weapons || 30 || eTech_BlasterLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Computers || 31 || eTech_AlienNavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Power Systems || 32 || eTech_UFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Electromagnetic Pulse Weapons || 33 || eTech_EMP&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Sectoid || 34 || eTech_InterrogateSectoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Floater || 35 || eTech_InterrogateFloater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Muton || 36 || eTech_InterrogateMuton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Sectoid Commander || 37 || eTech_InterrogateSectoidCommander&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Berserker || 38 || eTech_InterrogateBerserker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Thin Man || 39 || eTech_InterrogateThinMan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Heavy Floater || 40 || eTech_InterrogateHeavyFloater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Muton Elite || 41 || eTech_InterrogateMutonElite&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Interrogate Ethereal || 42 || eTech_InterrogateEthereal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sectoid Autopsy || 43 || eTech_AutopsySectoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Floater Autopsy || 44 || eTech_AutopsyFloater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Thin Man Autopsy || 45 || eTech_AutopsyThinMan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Muton Autopsy || 46 || eTech_AutopsyMuton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Chryssalid Autopsy || 47 || eTech_AutopsyCryssalid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Pulse Lasers || 48 || eTech_AutopsyZombie&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Cyberdisc Autopsy || 49 || eTech_AutopsyCyberdisc&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Berserker Autopsy || 50 || eTech_AutopsyBerserker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Heavy Floater Autopsy || 51 || eTech_AutopsyHeavyFloater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Muton Elite Autopsy || 52 || eTech_AutopsyMutonElite&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Drone Autopsy || 53 || eTech_AutopsyDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sectopod Autopsy || 54 || eTech_AutopsySectopod&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ethereal Autopsy || 55 || eTech_AutopsyEthereal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mechtoid Autopsy || 56 || eTech_AutopsyMechtoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Seeker Autopsy || 57 || eTech_AutopsySeeker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Xenopsionics || 58 || eTech_PsiLabs&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Aerospace Concepts || 59 || eTech_Autopsy_END&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Biocybernetics || 60 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Scout || 61 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Destroyer || 62 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Abductor || 63 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Transport || 64 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Battleship || 65 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Overseer || 66 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Fighter || 67 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Raider || 68 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Harvester || 69 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Terror Ship || 70 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Analysis: Assault Carrier || 71 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Body Armor || 72 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Combat Exoskeletons || 73 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mobile Combat Exoskeletons || 74 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Heavy Combat Exoskeletons || 75 || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Foundry projects ===&lt;br /&gt;
Type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveFoundry&amp;lt;/b&amp;gt; [name without eFoundry sign; array number if no name is present]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Research projects list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Project Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array Number     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Enhanced Balistics || 1 || eFoundry_SHIV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Grenades || 2 || eFoundry_AlienGrenades&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Field Repairs || 3 || eFoundry_SHIV_Heal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Drone Capture || 4 || eFoundry_CaptureDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Medikit || 5 || eFoundry_MedikitII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Arc Thrower || 6 || eFoundry_ArcThrowerII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Ammo Conservation || 7 || eFoundry_AmmoConservation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Enhanced Lasers || 8 || eFoundry_AutomatedLasers&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Enhanced Plasma || 9 || eFoundry_AutomatedPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Flight || 10 || eFoundry_AdvancedFlight&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Armored Fighters || 11 || eFoundry_AdvancedConstruction&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Repair || 12 || eFoundry_VehicleRepair&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mag Pistols || 13 || eFoundry_PistolI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Rail Pistols || 14 || eFoundry_PistolII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Reflex Pistols || 15 || eFoundry_PistolIII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shiv Suppression || 16 || eFoundry_SHIVSuppression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Stealth Satellites || 17 || eFoundry_StealthSatellites&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| SCOPE Upgrade || 18 || eFoundry_Scope&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Servomotors || 19 || eFoundry_AdvancedServomotors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Shaped Armor || 20 || eFoundry_ShapedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Jellied Elerium || 21 || eFoundry_EleriumFuel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Sentinel Drone || 22 || eFoundry_SentinelDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Tactical Rigging || 23 || eFoundry_TacticalRigging&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| MEC Close Combat || 24 || eFoundry_MECCloseCombat&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Metallurgy || 25 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Aircraft Boosters || 26 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Wingtip Sparrowhawks || 27 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Penetrator Weapons || 28 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Mechanized Unit Defenses || 29 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Advanced Surgery || 30 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Avionics || 31 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Countermeasures || 32 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Elerium Afterburners || 33 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Supercapacitors || 34 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Tracking || 35 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| MEC Warfare Systems || 36 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Super Skyranger || 37 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Alien Nucleonics || 38 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Improved Salvage || 39 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| New Combat Systems || 40 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Psi Warfare Systems || 41 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Security Training: Weapons || 42 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Security Training: Armor || 43 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Phoenix Coilguns || 44 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| UFO Scanners || 45 || -&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| Quenchguns || 46 || -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Facilities ===&lt;br /&gt;
Type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveFacility&amp;lt;/b&amp;gt; [name without eFacility sign]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 5px;&amp;quot; | Facilities list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Facility Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Access Lift&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_AccessLift&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Laboratory&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_ScienceLab&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Workshop&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_Workshop&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Satellite Uplink&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_SmallRadar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Fission Generator&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_Power&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Foundry&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_Foundry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Officer Training School&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_OTS&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Alien Containment&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_AlienContain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Satellite Nexus&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_LargeRadar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Thermo Generator&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_ThermalPower&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Elerium Generator&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_EleriumGenerator&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Psionic Labs&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_PsiLabs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Hyperwave Relay&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_HyperwaveRadar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Gollop Chamber&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_DeusEx&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Repair Bay&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_CyberneticsLab&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Genetics Lab&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eFacility_GeneticsLab&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officer Training School===&lt;br /&gt;
Type &amp;lt;i&amp;gt;&amp;lt;b&amp;gt;GiveOTSTech&amp;lt;/b&amp;gt; [name without eOTS sign]&amp;lt;/i&amp;gt; in the console while in Geoscape.&lt;br /&gt;
*Table columns are sortable, click on the arrows.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 5px;&amp;quot; | OTS upgrades&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Upgrade name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Squad Size I&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_SquadSize_I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Squad Size II&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_SquadSize_II&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Tactical Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_XP_II&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Company Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_HP_I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Field Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Regiment Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_XP_I&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Commanding Officers&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | eOTS_Will_I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other commands ===&lt;br /&gt;
&lt;br /&gt;
Tactical (Battlescape):&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;AIShowNames&#039;&#039;&#039;&#039;&#039; -- Uncover unit names. Names appear above units even in FOW. &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;CaptureAndKillAliens [num]&#039;&#039;&#039;&#039;&#039; -- Captures [num] aliens and kills the remainder. Applies to current wave only. &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;KillAliens&#039;&#039;&#039;&#039;&#039; -- Instantly kill all enemies on the map. On standard missions (e.g. abductions, UFOs, terror, etc.) this will end the mission automatically. On council/EXALT missions the command will not end the mission as long as additional enemies are expected to spawn.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;KillNearestAlien&#039;&#039;&#039;&#039;&#039; -- Kills alien nearest to mouse pointer.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;SetHP [num]&#039;&#039;&#039;&#039;&#039; -- Sets the HP of a unit under the cursor to [num], including armor. Does not remove wounded status.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Slomo [num]&#039;&#039;&#039;&#039;&#039; -- Changes game speed by a factor of [num]. e.g. Slomo 1.5 gives 1.5x faster camera and unit motion. Higher values can be unstable.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;TakeNoDamage&#039;&#039;&#039;&#039;&#039; -- GOD Mode (applies to whole squad).&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;ToggleFOW&#039;&#039;&#039;&#039;&#039; -- Removes fog of war.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;ToggleRain&#039;&#039;&#039;&#039;&#039; -- Turns off rain. Use SetStormIntensity 0 to stop lightning flashes.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;TeleportToCursor&#039;&#039;&#039;&#039;&#039; -- Teleport selected unit to mouse pointer location.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;TeleportAllToCursor&#039;&#039;&#039;&#039;&#039; -- Teleport the entire squad to mouse pointer location.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;UnlimitedMoves&#039;&#039;&#039;&#039;&#039; -- Grants unlimited moves &amp;amp; attacks (applies to whole squad), until the player ends the turn manually.&lt;br /&gt;
&lt;br /&gt;
Strategy (Geoscape):&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;FinishAllProjects&#039;&#039;&#039;&#039;&#039; -- Immediately finish all items in foundry and workshop queue.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;ForceFCMission [mission]&#039;&#039;&#039;&#039;&#039; -- Forces Funding Council mission once you enter Mission Control. If [mission] is omitted, gives a random valid FC mission. Mission strings are in DefaultMaps.ini.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;GiveResource [resource] [amount]&#039;&#039;&#039;&#039;&#039; -- Add specified resource amount to inventory. Resource types: &#039;&#039;money, elerium, alloys, meld, engineers, scientists&#039;&#039;.  Note: this command cannot be used to add weapon fragments (use &#039;&#039;GiveItem&#039;&#039; for that).  On the other hand, elerium, alloys, and meld can be added using either &#039;&#039;GiveItem&#039;&#039; or &#039;&#039;GiveResource&#039;&#039; command (see items table). &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;GiveMeTonsOfResources [amount]&#039;&#039;&#039;&#039;&#039; -- Add the specified amount to all resource types listed above, except fragments.  If you don&#039;t specify the amount, a default value of 9,999 will be added to each resource. &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;GiveItem WeaponFragment [amount]&#039;&#039;&#039;&#039;&#039; -- Add specified amount of fragments to inventory.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;LevelUpBarracks [num]&#039;&#039;&#039;&#039;&#039; -- Promotes all soldiers in barracks by [num] ranks.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;SetMonth [num]&#039;&#039;&#039;&#039;&#039; -- Sets month to [num]. Takes effect in Mission Control and launches the monthly report if new month is greater than current. Game starts on month 1. &lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=100325</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=100325"/>
		<updated>2021-04-02T08:14:39Z</updated>

		<summary type="html">&lt;p&gt;TeriyakiDynamite: Added Extra Conditioning bonus hp values to all armors.  All tested in-game except leather jacket.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Armors_Long_War.png|left|192px|]]&lt;br /&gt;
{{Toc (Long War)|7}}&lt;br /&gt;
&lt;br /&gt;
Suits of armor now also provide new features, such as [[Damage Reduction (Long War)|damage reduction]] or granting specific perks.&lt;br /&gt;
&lt;br /&gt;
[[Damage Reduction (Long War)|Damage reduction]] indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.&lt;br /&gt;
&lt;br /&gt;
Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and [[Damage Reduction (Long War)|damage reduction]], and still suffer reduced range on rockets and thrown devices.&lt;br /&gt;
&lt;br /&gt;
Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.&lt;br /&gt;
&lt;br /&gt;
Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there&#039;s a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.&lt;br /&gt;
&lt;br /&gt;
==Soldier armor==&lt;br /&gt;
Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Leather Jacket (Long War)|Leather Jacket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Leather Jacket (Long War)|Leather Jacket]]&#039;&#039;&#039;||+5||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk. Note: untested)&amp;quot;|+0&amp;lt;br /&amp;gt;(+1?)|| || || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Restricted to covert operatives||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac vest Long War.png|128px|link=Tac Vest (Long War)|Tac Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Tac Vest (Long War)|Tac Vest]]&#039;&#039;&#039;||+3||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+1&amp;lt;br /&amp;gt;(+1)|| || || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac Armor Long War.png|128px|link=Tac Armor (Long War)|Tac Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Tac Armor (Long War)|Tac Armor]]&#039;&#039;&#039;||+1||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+2&amp;lt;br /&amp;gt;(+1)|| || || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Phalanx armor Long War.png|128px|link=Phalanx Armor (Long War)|Phalanx Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Phalanx Armor (Long War)|Phalanx Armor]]&#039;&#039;&#039;||+2||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+3&amp;lt;br /&amp;gt;(+2)|| || || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor, MECs, and SHIVs|Improved Body Armor]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aurora armor Long War.png|128px|link=Aurora Armor (Long War)|Aurora Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Aurora Armor (Long War)|Aurora Armor]]&#039;&#039;&#039;||+2||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+4&amp;lt;br /&amp;gt;(+2)|| ||+8||+10||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers||[[Research (Long War)#Xenology|Xenopsionics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||1 [[Alien Artifacts (Long War)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||50||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|128px|link=Kestrel Armor (Long War)|Kestrel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Kestrel Armor (Long War)|Kestrel Armor]]&#039;&#039;&#039;||+3||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+2&amp;lt;br /&amp;gt;(+1)|| ||+4|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor, MECs, and SHIVs|Advanced Body Armor]]||22||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|128px|link=Carapace Armor (Long War)|Carapace Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Carapace Armor (Long War)|Carapace Armor]]&#039;&#039;&#039;||+1||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+5&amp;lt;br /&amp;gt;(+2)|| || || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor, MECs, and SHIVs|Advanced Body Armor]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32||&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Banshee armor Long War.png|128px|link=Banshee Armor (Long War)|Banshee Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Banshee Armor (Long War)|Banshee Armor]]&#039;&#039;&#039;||+4||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+3&amp;lt;br /&amp;gt;(+3)|| ||+12|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor, MECs, and SHIVs|Mobile Power Armor]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|128px|link=Aegis Armor (Long War)|Aegis Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Aegis Armor (Long War)|Aegis Armor]]&#039;&#039;&#039;||+2||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+7&amp;lt;br /&amp;gt;(+3)|| || || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor, MECs, and SHIVs|Mobile Power Armor]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|128px|link=Corsair Armor (Long War)|Corsair Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Corsair Armor (Long War)|Corsair Armor]]&#039;&#039;&#039;||+3||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+6&amp;lt;br /&amp;gt;(+4)|| ||+8|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor, MECs, and SHIVss|Advanced Power Armor]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|128px|link=Titan Armor (Long War)|Titan Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Titan Armor (Long War)|Titan Armor]]&#039;&#039;&#039;|| ||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+12&amp;lt;br /&amp;gt;(+4)||0.5|| || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Damage Control (Long War) }}||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (Long War)#Armor, MECs, and SHIVs|Advanced Power Armor]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(17)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||[[Archangel Armor (Long War)|Archangel Armor]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|128px|link=Seraph Armor (Long War)|Seraph Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Seraph Armor (Long War)|Seraph Armor]]&#039;&#039;&#039;||+3||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+5&amp;lt;br /&amp;gt;(+3)|| ||+8|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Supports flight mode (6 fuel)&amp;lt;br /&amp;gt;Double fuel with the [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|128px|link=Archangel Armor (Long War)|Archangel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Archangel Armor (Long War)|Archangel Armor]]&#039;&#039;&#039;||+1||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+8&amp;lt;br /&amp;gt;(+4)||0.3|| || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Supports flight mode (6 fuel)&amp;lt;br /&amp;gt;Double fuel with the [[Foundry (Long War)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (Long War)#Armor, MECs, and SHIVs|Antigrav Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)||1 [[Titan Armor (Long War)|Titan Armor]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|128px|link=Shadow Armor (Long War)|Shadow Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Shadow Armor (Long War)|Shadow Armor]]&#039;&#039;&#039;||+2||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+4&amp;lt;br /&amp;gt;(+3)|| ||+16|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook&amp;lt;br /&amp;gt;Supports ghost mode||[[Research (Long War)#Armor, MECs, and SHIVs|Stealth Systems]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(49)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|128px|link=Vortex Armor (Long War)|Vortex Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Vortex Armor (Long War)|Vortex Armor]]&#039;&#039;&#039;||+2||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+8&amp;lt;br /&amp;gt;(+3)|| || ||+20||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers&amp;lt;br /&amp;gt;Can&#039;t become damaged&amp;lt;br /&amp;gt;Eliminates post-mission fatigue&amp;lt;br /&amp;gt;Required to activate the [[Gollop Chamber (Long War)|Gollop Chamber]]&amp;lt;br /&amp;gt;Required for the [[Abilities_List_(Long_War)#Rift|Rift]] [[Psionic_(Long_War)|psionic ability]]||[[Research (Long War)#Armor, MECs, and SHIVs|Mind and Machine]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|1000&amp;lt;br /&amp;gt;(1500)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(27)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC exoskeletons==&lt;br /&gt;
In Long War, [[MEC Trooper (Long War)|MEC Troopers]] have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The MEC-1 Paladin can be upgraded to either the MEC-2 Defender for a focus on more Survivability, or the MEC-3 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Secondary weapons (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Base Augments Long War.png|128px|link=Armor (Long War)#MEC exoskeletons|Base Augments]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (Long War)#MEC exoskeletons|Base Augments]]&#039;&#039;&#039;|| || || || || || || || ||Cannot be used during missions||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]&#039;&#039;&#039;||+3||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+8&amp;lt;br /&amp;gt;(+2)||1.0||+8|| ||1||2||{{ Body Shield (Long War) }}||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (Long War)#Xenology|Alien Biocybernetics]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60||[[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]] (1)&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]&#039;&#039;&#039;||+4||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+12&amp;lt;br /&amp;gt;(+3)||1.5||+8|| ||2||2||{{ Body Shield (Long War) }}||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Improved Combat Exoskeletons]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(72)||1 [[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||160||[[Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]] (1)&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]&#039;&#039;&#039;||+6||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+10&amp;lt;br /&amp;gt;(+3)||1.0||+12|| ||2||2||{{ Jetboot Module (Long War) }}||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Improved Combat Exoskeletons]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(72)||1 [[Armor (Long War)#MEC exoskeletons|MEC-1 Paladin]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||160||[[Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]] (1)&amp;lt;br /&amp;gt;[[Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (Long War)#MEC exoskeletons|MEC-4 Dauntless]]&#039;&#039;&#039;||+5||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+20&amp;lt;br /&amp;gt;(+4)||2.0||+12||+5||3||3||{{ Body Shield (Long War) }}||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Heavy Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]&amp;lt;br /&amp;gt;1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (Long War)#MEC exoskeletons|MEC-5 Devastator]]&#039;&#039;&#039;||+2||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+24&amp;lt;br /&amp;gt;(+4)||2.5||+8||+5||2||3||{{ Body Shield (Long War) }}||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Heavy Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-2 Defender]]&amp;lt;br /&amp;gt;1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (Long War)#MEC exoskeletons|MEC-6 Vanguard]]&#039;&#039;&#039;||+10||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+12&amp;lt;br /&amp;gt;(+4)||1.0||+20||+5||2||3||{{ Jetboot Module (Long War) }}||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Mobile Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]&amp;lt;br /&amp;gt;1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|128px|link=Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (Long War)#MEC exoskeletons|MEC-7 Vindicator]]&#039;&#039;&#039;||+8||title=&amp;quot;Amount of HP given&amp;amp;#10;(Bonus from the Extra Conditioning perk)&amp;quot;|+16&amp;lt;br /&amp;gt;(+4)||1.5||+16||+5||3||3||{{ Jetboot Module (Long War) }}||Prevents strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (Long War)#Armor and Exoskeletons|Mobile Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Armor (Long War)#MEC exoskeletons|MEC-3 Valiant]]&amp;lt;br /&amp;gt;1 [[Alien Artifacts (Long War)#Alien devices|UFO Power Source]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SHIV units==&lt;br /&gt;
[[S.H.I.V. (Long War)|SHIV units]], once destroyed, can be rebuilt in the [[Engineering (Long War)|Engineering Bay]]. This does not require a [[Repair Bay (Long War)|Repair Bay]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Shiv1.png|128px|link=S.H.I.V. (Long_War)|SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (Long_War)|SHIV]]&#039;&#039;&#039;||17||8+2||1.5||12||70||3||Immune to strangulation&amp;lt;br /&amp;gt;Negates mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire|| ||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[S.H.I.V. (Long_War)|Rebuild SHIV]]&#039;&#039;&#039;|| || || || || || || || || ||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Shiv2.png|128px|link=S.H.I.V. (Long_War)|Alloy SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (Long_War)|Alloy SHIV]]&#039;&#039;&#039;||16||18+4||2.5||8||70||3||Immune to strangulation&amp;lt;br /&amp;gt;Negates mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides half cover for soldiers||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[S.H.I.V. (Long_War)|Rebuild Alloy SHIV]]&#039;&#039;&#039;|| || || || || || || ||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|75&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(37.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Shiv3.png|128px|link=S.H.I.V. (Long_War)|Hover SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (Long_War)|Hover SHIV]]&#039;&#039;&#039;||19||14+2||2.0||12||70||3||Immune to strangulation&amp;lt;br /&amp;gt;Negates mobility penalty and damage from acid&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Supports flight mode (6 fuel)&amp;lt;br /&amp;gt;Double fuel with the Advanced Flight foundry project||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Antigrav Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;[[S.H.I.V. (Long_War)|Rebuild Hover SHIV]]&#039;&#039;&#039;|| || || || || || || ||[[Research (Long War)#Armor.2C_MECs.2C_and_SHIVs|Antigrav Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|70&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(35.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>TeriyakiDynamite</name></author>
	</entry>
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