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		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=67428</id>
		<title>Scout (Long War)</title>
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		<updated>2015-09-02T02:39:49Z</updated>

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