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	<updated>2026-05-01T04:46:40Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_(LW2)&amp;diff=85098</id>
		<title>ADVENT (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_(LW2)&amp;diff=85098"/>
		<updated>2017-06-20T23:03:59Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: removed advent first sergeant because it is an upgraded form of the advent sergeant and not a unique enemy type.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s forces have been greatly expanded in Long War 2 to include a wide variety of troopers. Immediately upon starting a new campaign, one will immediately face some of these new varieties - such as the Advent Engineer or Advent Gunner - all of which possess different abilities. Similarly, several alien species have elite versions and specialised variants of the base species, such as Muton Centurions and sharpshooting Naja Vipers.&lt;br /&gt;
&lt;br /&gt;
==ADVENT Conventional Forces==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;ADVENT Soldiers&amp;quot;&amp;gt;&lt;br /&gt;
File:AdventTrooper 20.jpg| [[ADVENT Trooper (LW2)|ADVENT Trooper]]&lt;br /&gt;
File:stunlancer.jpg| [[ADVENT Stun Lancer (LW2)|ADVENT Stun Lancer]]&lt;br /&gt;
File:ADVENT_Gunner.jpg| [[ADVENT Gunner (LW2)|ADVENT Gunner]]&lt;br /&gt;
File:Advent_sentry_better.png| [[ADVENT Sentry (LW2)|ADVENT Sentry]]&lt;br /&gt;
File:Advent_engineer.png| [[ADVENT Grenadier (LW2)|ADVENT Grenadier]]&lt;br /&gt;
File:ADVENT_Rocketeer.jpg| [[ADVENT Rocketeer (LW2)|ADVENT Rocketeer]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;ADVENT Elites&amp;quot;&amp;gt;&lt;br /&gt;
File:Xcom2_shieldbearer_hero.jpg| [[ADVENT Shieldbearer (LW2)|ADVENT Shieldbearer]]&lt;br /&gt;
File:ADVENT_Sergeant (LW2).jpg | [[ADVENT Sergeant (LW2)|ADVENT Sergeant]]&lt;br /&gt;
File:ADVENT_Scout.jpg | [[ADVENT Scout (LW2)|ADVENT Scout]]&lt;br /&gt;
File:ADVENT_Commando.jpg | [[ADVENT Commando (LW2)|ADVENT Commando]]&lt;br /&gt;
File:ADVENT_Shock_Trooper.jpg | [[ADVENT Shock_Trooper (LW2)|ADVENT Shock Trooper]]&lt;br /&gt;
File:ADVENT_Vanguard.jpg | [[ADVENT Vanguard (LW2)|ADVENT Vanguard]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;ADVENT Leaders&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_Captain_(1).jpg| [[ADVENT Officer (LW2)|ADVENT Officer]]&lt;br /&gt;
File:ADVENT_Generals.jpg | [[ADVENT_General_(LW2)|ADVENT General]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ADVENT Mechanized Forces==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;ADVENT Mechanized Exoskeletal Cybersuits&amp;quot;&amp;gt;&lt;br /&gt;
File:ADVENT_mec.jpg| [[ADVENT MEC (LW2)|ADVENT MEC]]&lt;br /&gt;
File:ADVENT_Heavy_MEC.jpg| [[ADVENT MEC (LW2)|ADVENT Heavy MEC]]&lt;br /&gt;
File:ADVENT_MEC_Archer.jpg| [[ADVENT MEC Archer (LW2)|ADVENT MEC Archer]]&lt;br /&gt;
File:ADVENT_MEC_Longbow.jpg| [[ADVENT MEC Archer (LW2)|ADVENT MEC Longbow]]&lt;br /&gt;
File:ADVENT_Superheavy_MEC_(LW2).jpg| [[ADVENT MEC (LW2)|ADVENT Superheavy MEC]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;ADVENT Drones&amp;quot;&amp;gt;&lt;br /&gt;
File:Advent_drone.png| [[ADVENT Drone (LW2)|ADVENT Surveillance Drone]]&lt;br /&gt;
File:ADVENT Hunter Drone (LW2).jpg| [[ADVENT Drone (LW2)|ADVENT Hunter Drone]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;ADVENT Turrets&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENTturret.jpg| [[ADVENT Turret (LW2)|ADVENT Turret]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;Sectopods&amp;quot;&amp;gt;&lt;br /&gt;
File:Sectopodxcom2.jpg| [[Sectopod (LW2)|Sectopod]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ADVENT Aliens==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;Sectoids&amp;quot;&amp;gt;&lt;br /&gt;
File:Xcom2_sectoid_hero.jpg| [[Sectoid (LW2)|Sectoid]]&lt;br /&gt;
File:Sectoid_Commander_(LW2).jpg| [[Sectoid (LW2)|Sectoid Commander]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;Vipers&amp;quot;&amp;gt;&lt;br /&gt;
File:Xcom2 viper hero.jpg| [[Viper (LW2)|Viper]]&lt;br /&gt;
File:Sidewinderactual.jpg| [[Sidewinder (LW2)|Sidewinder]]&lt;br /&gt;
File:Sidewinder1.png| [[Naja (LW2)|Naja]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;Mutons&amp;quot;&amp;gt;&lt;br /&gt;
File:Mutonxcom2.jpg| [[Muton (LW2)|Muton]]&lt;br /&gt;
File:Muton Centurion (LW2).jpg| [[Muton Centurion(LW2)|Muton Centurion]]&lt;br /&gt;
File:Muton Elite 1 (LW2).jpg| [[Muton Elite(LW2)|Muton Elite]]&lt;br /&gt;
File:XCOM-2 E3-Screenshot Berserker hero.jpg| [[Berserker (LW2)|Berserker]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;Chryssalids&amp;quot;&amp;gt;&lt;br /&gt;
File:xcom2_chrysalid.jpg| [[Chryssalid (LW2)|Chryssalid]]&lt;br /&gt;
File:Chryssalid_Soldier_(LW2).jpg| [[Chryssalid (LW2)|Chryssalid Soldier]]&lt;br /&gt;
File:Hive Queen (LW2).jpg| [[Chryssalid (LW2)|Hive Queen]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;Archons&amp;quot;&amp;gt;&lt;br /&gt;
File:Archon.jpg| [[Archon (LW2)|Archon]]&lt;br /&gt;
File:Great Archon (LW2).jpg| [[Archon (LW2)|Great Archon]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;Others&amp;quot;&amp;gt;&lt;br /&gt;
File:Codex.jpeg| [[Codex (LW2)|Codex]]&lt;br /&gt;
File:Facelessxcom2.jpg| [[Faceless (LW2)|Faceless]]&lt;br /&gt;
File:Andromedon.jpg| [[Andromedon (LW2)|Andromedon]]&lt;br /&gt;
File:Gatekeeper.jpg| [[Gatekeeper (LW2)|Gatekeeper]]&lt;br /&gt;
File:Avatar.jpg| [[Avatar (LW2)|Avatar]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: ADVENT (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=85071</id>
		<title>Difficulty (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=85071"/>
		<updated>2017-06-11T16:45:34Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In addition to a number of systemic changes, enemy troops&#039; stats scale with difficulty as well. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Unit Differences&lt;br /&gt;
! !!Rookie!!Veteran Vs Rookie!!Commander Vs Veteran!!Legend Vs Commander&lt;br /&gt;
|-&lt;br /&gt;
| Advent Drone || 3 HP, 1 Armor, 15 Detect Radius, 30 HackDefense, 33 FlankCrit || +1 HP, +10 HackDefense || +1 Armor, +1 Detect Radius, +7 FlankCrit || Same as Commander Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid Soldier || 15 HP, 33 FlankCrit || +3 HP || +3 HP, +7 FlankCrit || +3 HP&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Group Leader || 12 HP, 75 Aim, 100 PsiOffense, 100 Will, 33 FlankCrit || +2 HP, +10 PsiOffense, +10 Will|| +1HP, +5 Aim, +10 PsiOffense, +10 Will, +7 FlankCrit || +1 HP, +10 PsiOffense, +10 Will &lt;br /&gt;
|-&lt;br /&gt;
| Muton Centurion || 12 HP, 12 Mobility, 75 Aim, 60 Will, 0 ArmorPierce, 0 Crit, 33 FlankCrit || +1 Mobility, +5 Aim, +10 Crit || +1 HP, +10 Will, +1 ArmorPierce, +7 FlankCrit || +2 HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Systemic Changes&lt;br /&gt;
! !!Rookie!!Veteran!!Commander!!Legend&lt;br /&gt;
|-&lt;br /&gt;
|Mission Timer Extra Turns || 4 || 2 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Typical 100% Infiltration Time || 96 hours || 120 hours || 144 Hours || 144 Hours&lt;br /&gt;
|-&lt;br /&gt;
| Additional Daily Chance to Find Easiest Missions || 10% || 5% || 3% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Typical Blacksite/Forge Infiltration Time || 240 hours || 312 hours || 360 hours || 384 hours&lt;br /&gt;
|-&lt;br /&gt;
| Infiltration Boost Intel Cost || 25 || 25 || 25 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Infiltration Boost Time Scaling Factor || 2.0 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Increase Alien Detection at Higher Alien Force Levels || false || false || true || true&lt;br /&gt;
|-&lt;br /&gt;
| Chance Yellow Alert Alien gets Action Point on Scamper || 0% || 20% || 33% || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chance Green Alert Alien gets Defense Action Point on Scamper || 0% || 20% || 33% || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Base Evac Delay || 1 || 3 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Max Engaged Enemies || 12 || unlimited || unlimited || unlimited&lt;br /&gt;
|-&lt;br /&gt;
| Show Reinforcement Flares || true || false || false || false&lt;br /&gt;
|-&lt;br /&gt;
| Reinforcement Speed Modifier || -20% || -5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
|Turns Before [[Reinforcements_(LW2)#Doom_Reinforcements|&amp;quot;Doom&amp;quot; Reinforcements]]|| never || 28 after reveal, 12 after strategic fulfillment || 24 after reveal, 10 after strategic fulfillment || 20 after reveal, 8 after strategic fulfillment&lt;br /&gt;
|-&lt;br /&gt;
|Region Intel Cost || 60 || 80 || 80 || 80&lt;br /&gt;
|-&lt;br /&gt;
|Communication Tower cost || 100 || 150 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Rebels Awarded by Missions || 2-4 || 2-3 || 2-3 || 2-3&lt;br /&gt;
|-&lt;br /&gt;
|Global Aim Modifier || 120% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Max Rank Soldier Exp Cost || 276/100% || 304/110% || 332/120% || 332/120%&lt;br /&gt;
|-&lt;br /&gt;
|Starting Supplies || 325 || 175 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Starting Intel || 150 || 125 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|GTS Train Rookie Days || 3 || 7 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
|AWC Retrain Soldier Days per Rank || 2 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|AWC Healing Bonus || 100% || 50% || 50% || 50%&lt;br /&gt;
|-&lt;br /&gt;
|Research Time Scalar || 100% || 100% || 110% || 120%&lt;br /&gt;
|-&lt;br /&gt;
|Clear Avenger Room Scalar || 100% || 150% || 150% || 150%&lt;br /&gt;
|-&lt;br /&gt;
|Build Avenger Facility Scalar || 80% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| First Month Dark Events Occur || 3 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| First Month Liberation May Occur || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Total Starting Alert Level || 15 || 25 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Starts on Day || 28 || 21 || 14 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Days Per Advance || 45 || 45 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Blacksite, Forge, Psi Gate Avatar Setback || 4 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Starting Number of Available Recruits || 5 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Intel Mission Rewards || 38-42 || 24-36 || 24-36 || 20-30&lt;br /&gt;
|-&lt;br /&gt;
|Alloys Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Engineering/Basic Research Scalar || 50% || 75% || 75% || 75%&lt;br /&gt;
|-&lt;br /&gt;
|Reduced Contact Cost Reward Scalar || 50% || 66% || 66% || 66%&lt;br /&gt;
|-&lt;br /&gt;
| Local Faceless Income Modifier || 0.03 || 0.05 || 0.06 || 0.07&lt;br /&gt;
|-&lt;br /&gt;
|Black Market Cost Multiplier || 2.75 || 3.0 || 3.0 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
|Days Between Alert-Up UFOs To Neighboring Regions || 14 || 12 || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Days Until First Force-Level-Up UFO || 21 || 18 || 14 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Facility Time to Research Doom || 35-45 days || 32-40 days || 28-36 days || 26-34 days&lt;br /&gt;
|-&lt;br /&gt;
|Chance to Transfer Regional Doom to Alien HQ || 10% || 20% || 25% || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aim Assist ==&lt;br /&gt;
Rookie difficulty only includes the XCom aim assist system which gives you hidden bonuses to aim each time an attack misses and after soldiers die.&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81908</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81908"/>
		<updated>2017-02-05T21:07:53Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Vigilance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
ADVENT&#039;s primary goal hasn&#039;t changed since vanilla X2: complete the AVATAR project.  Of course, in the beginning, XCOM won&#039;t know what this project is or how to disrupt it - but that doesn&#039;t mean that the aliens can&#039;t complete it without your knowledge and end the campaign.  In addition to their primary goal, they also respect the threat that XCOM poses: there is an Advent strategic AI that attempts to respond to the Commander&#039;s decisions and playstyle on the strategic layer.&lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advent Strategic AI ==&lt;br /&gt;
&lt;br /&gt;
ADVENT Strategic AI takes the form of three variables in each region: Strength, Vigilance, and Alertness.  Strength refers to the overall quantity and quality of forces ADVENT has available in a given region.  Vigilance refers to the attention XCOM has garnered due to its activity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
&lt;br /&gt;
Each region has a &#039;strength&#039; value that represents how many troops ADVENT have stationed there. This value determines the baseline mission difficulty in each region: each level of strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission-specific modifiers.  Strength also impacts the likelihood and frequency of spawning missions which pit XCOM against a large contingent of enemy soldiers and which award loot, corpses, and supplies upon completion.  Successful completion of these missions not only awards XCOM with resources, they also reduce ADVENT strength by 1 in the region.&lt;br /&gt;
&lt;br /&gt;
=== Vigilance ===&lt;br /&gt;
&lt;br /&gt;
The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from one region to nearby adjacent regions; their propensity to do so is represented by the Vigilance variable associated with each region.  In addition, vigilance also affects ADVENTs propensity to run retaliation missions against XCOM, such as attacking and disrupting the activity and operations of XCOM&#039;s local resistance agents or even the Haven itself.&lt;br /&gt;
&lt;br /&gt;
Vigilance is a hidden value and is not visible to the player directly. Vigilance decays by one point per week and most missions which XCom is victorious for increase vigilance by one.&lt;br /&gt;
&lt;br /&gt;
=== Alertness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advent Regional Activity ==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance.&lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels&lt;br /&gt;
* Min/Max Vigilance - the range of Vigilance values were the activity is available for ADVENT to perform in a region&lt;br /&gt;
* Min/Max Alert - the range of Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity&lt;br /&gt;
* Mission Families - the type of missions generated &lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active&lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||||2||||-2||-2||||||0||Rendezvous||504+168||2||||Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar Project ==&lt;br /&gt;
&lt;br /&gt;
The Avatar project&#039;s progress is unknown to the player initially but has been increased to 20 &#039;pips&#039; before it&#039;s game over. To uncover the &#039;Doom Meter&#039; a player must go through the series of missions to liberate a region.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81907</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=81907"/>
		<updated>2017-02-05T21:01:57Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Vigilance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
ADVENT&#039;s primary goal hasn&#039;t changed since vanilla X2: complete the AVATAR project.  Of course, in the beginning, XCOM won&#039;t know what this project is or how to disrupt it - but that doesn&#039;t mean that the aliens can&#039;t complete it without your knowledge and end the campaign.  In addition to their primary goal, they also respect the threat that XCOM poses: there is an Advent strategic AI that attempts to respond to the Commander&#039;s decisions and playstyle on the strategic layer.&lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advent Strategic AI ==&lt;br /&gt;
&lt;br /&gt;
ADVENT Strategic AI takes the form of three variables in each region: Strength, Vigilance, and Alertness.  Strength refers to the overall quantity and quality of forces ADVENT has available in a given region.  Vigilance refers to the attention XCOM has garnered due to its activity.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
&lt;br /&gt;
Each region has a &#039;strength&#039; value that represents how many troops ADVENT have stationed there. This value determines the baseline mission difficulty in each region: each level of strength increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission-specific modifiers.  Strength also impacts the likelihood and frequency of spawning missions which pit XCOM against a large contingent of enemy soldiers and which award loot, corpses, and supplies upon completion.  Successful completion of these missions not only awards XCOM with resources, they also reduce ADVENT strength by 1 in the region.&lt;br /&gt;
&lt;br /&gt;
=== Vigilance ===&lt;br /&gt;
&lt;br /&gt;
The aliens will move around troops from one region to another in response to XCOM activity, transferring strength from one region to nearby adjacent regions; their propensity to do so is represented by the Vigilance variable associated with each region.  In addition, vigilance also affects ADVENTs propensity to run retaliation missions against XCOM, such as attacking and disrupting the activity and operations of XCOM&#039;s local resistance agents or even the Haven itself.&lt;br /&gt;
&lt;br /&gt;
Vigilance is a hidden value and is not visible to the player directly.&lt;br /&gt;
&lt;br /&gt;
=== Alertness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advent Regional Activity ==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance.&lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Force and Alert levels&lt;br /&gt;
* Min/Max Vigilance - the range of Vigilance values were the activity is available for ADVENT to perform in a region&lt;br /&gt;
* Min/Max Alert - the range of Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity&lt;br /&gt;
* Mission Families - the type of missions generated &lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active&lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||||2||||-2||-2||||||0||Rendezvous||504+168||2||||Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Avatar Project ==&lt;br /&gt;
&lt;br /&gt;
The Avatar project&#039;s progress is unknown to the player initially but has been increased to 20 &#039;pips&#039; before it&#039;s game over. To uncover the &#039;Doom Meter&#039; a player must go through the series of missions to liberate a region.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=75449</id>
		<title>Assault (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=75449"/>
		<updated>2017-01-28T18:46:12Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Assault serves as our primary close range unit, able to push in close and hold the line.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Primary: Rifle, SMG or Shotgun (default); Secondary: Arc Thrower&lt;br /&gt;
&lt;br /&gt;
The Assault class is specialised in mobility and dealing damage with guns. They are somewhat akin to a shotgun-using vanilla Ranger, but with more emphasis on damage and without the sword, or stealth skills.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Raider&amp;quot; type Assaults (Left branch) excel at achieving and exploiting flanks on enemy positions, clearing out groups of lightly-armored hostiles or single well-armored hostiles with their various special shotgun attacks, but will need supporting fire from allies to help cover them, as their innate defenses may not be enough to withstand a counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Breacher&amp;quot; type Assaults (Right branch) are XCOM&#039;s ideal front line, capable of plunging into the heart of an enemy formation and weathering enemy reprisals long enough for the rest of the Assault&#039;s squad to wipe out the enemy, but alone may struggle to confront multiple hostiles, particularly at range.&lt;br /&gt;
&lt;br /&gt;
Assaults carry Arc Throwers as their secondary weapon. These have normal (rifle) range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most. Arc throwers will stun for two actions which is one turn on most enemies, the cooldown of the arc thrower is two turns which will allow enemies a single turn of activity before you can re-attempt another stun.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Run and Gun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Stun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Subclass1=Raider&lt;br /&gt;
|Subclass2=Breacher&lt;br /&gt;
|LCorporal1={{Slug Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Electroshock (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Lightning Reflexes (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Trench Gun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Arc Pulser (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Close and Personal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Killer Instinct (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Stun Gunner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{Extra Conditioning (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Aggression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Hit and Run (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Close Encounters (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Close Combat Specialist (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Untouchable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Street Sweeper (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Chain Lightning (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Lethal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&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!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 5 || ? || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 5 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 10 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=75448</id>
		<title>Assault (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=75448"/>
		<updated>2017-01-28T18:45:09Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: added a little more info about the arc thrower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Assault serves as our primary close range unit, able to push in close and hold the line.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Primary: Rifle, SMG or Shotgun (default); Secondary: Arc Thrower&lt;br /&gt;
&lt;br /&gt;
The Assault class is specialised in mobility and dealing damage with guns. They are somewhat akin to a shotgun-using vanilla Ranger, but with more emphasis on damage and without the sword, or stealth skills.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Raider&amp;quot; type Assaults (Left branch) excel at achieving and exploiting flanks on enemy positions, clearing out groups of lightly-armored hostiles or single well-armored hostiles with their various special shotgun attacks, but will need supporting fire from allies to help cover them, as their innate defenses may not be enough to withstand a counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Breacher&amp;quot; type Assaults (Right branch) are XCOM&#039;s ideal front line, capable of plunging into the heart of an enemy formation and weathering enemy reprisals long enough for the rest of the Assault&#039;s squad to wipe out the enemy, but alone may struggle to confront multiple hostiles, particularly at range.&lt;br /&gt;
&lt;br /&gt;
Assaults carry Arc Throwers as their secondary weapon. These have normal (rifle) range penalties, giving shotgun equipped Assaults a nonlethal option for use at range, stunning organic targets if it hits them. The center branch features multiple upgrades to the Arc Thrower, making an Assault more than capable of shutting down even the scariest of hostiles when you need it most. Arc throwers will stun for four actions which is two turns on most enemies, the cooldown of the arc thrower is also two turns which will allow enemies as single turn of activity before you can re-attempt another stun.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Run and Gun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3={{Stun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Subclass1=Raider&lt;br /&gt;
|Subclass2=Breacher&lt;br /&gt;
|LCorporal1={{Slug Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Electroshock (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Lightning Reflexes (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Trench Gun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Arc Pulser (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Close and Personal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Killer Instinct (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Stun Gunner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{Extra Conditioning (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Aggression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Hit and Run (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Close Encounters (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Bring &#039;Em On (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Close Combat Specialist (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Untouchable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Street Sweeper (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Chain Lightning (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Lethal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&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!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 5 || ? || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 5 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 4 || 16 || 10 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=73843</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=73843"/>
		<updated>2017-01-25T19:39:28Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* XCom Liaison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and Advent&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance personnel, soldiers, scientists, and engineers. Personnel will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the Advent strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 12 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength ==&lt;br /&gt;
The Advent strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. Advent strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover Advent infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== Advent Infiltrators ==&lt;br /&gt;
New resistance personnel can be Advent infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a haven mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=73842</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=73842"/>
		<updated>2017-01-25T19:35:43Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Personnel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and Advent&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance personnel, soldiers, scientists, and engineers. Personnel will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the Advent strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 12 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength ==&lt;br /&gt;
The Advent strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. Advent strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaisonto a region by clicking the box in the upper left of the management screen.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover Advent infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== Advent Infiltrators ==&lt;br /&gt;
New resistance personnel can be Advent infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a haven mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=73836</id>
		<title>Haven Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=73836"/>
		<updated>2017-01-25T19:30:37Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Advent Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Havens represent a liberated region of the geoscape and is the hub of information for both XCom&#039;s and Advent&#039;s strength in the region.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance personnel with a rare chance to find soldiers, engineers, or scientists.&lt;br /&gt;
* Hidden: perform no production but this can help reduce the Advent strength in the region and avoid haven raids.&lt;br /&gt;
You can have up to 12 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. They are more effective at their task and gain random soldier perks.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength ==&lt;br /&gt;
The Advent strength stat describes the number of troops in this region and will increase the baseline enemy strength of missions in the region. Any personnel action besides hidden will cause this to rise. Advent strength is retroactive for missions currently being infiltrated, thus you may notice changes in enemy strength between discovery and execution of a mission.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaisonto a region by clicking the box in the upper left of the management screen.&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover Advent infiltrators. The soldier will also be available on any mission in which the resistance personnel take up arms.&lt;br /&gt;
* Scientists: boosts intel jobs.&lt;br /&gt;
* Engineer: boosts supply jobs.&lt;br /&gt;
Soldier rank increases their effectiveness and any equipment the soldier had equipped before assignment will be available to them on haven missions.&lt;br /&gt;
&lt;br /&gt;
== Advent Infiltrators ==&lt;br /&gt;
New resistance personnel can be Advent infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a haven mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
== Advent Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guerrilla_Tactics_School_(LW2)&amp;diff=73816</id>
		<title>Guerrilla Tactics School (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Guerrilla_Tactics_School_(LW2)&amp;diff=73816"/>
		<updated>2017-01-25T19:16:00Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guerrilla Tactics School, GTS, functions similarly to the XCom 2 Vanilla version by providing rookie training and squad-wide perks. It now also provides training for squad leaders. Up to two training pods can be built to train [[Officers_(LW2)|officers]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guerrilla_Tactics_School_(LW2)&amp;diff=73815</id>
		<title>Guerrilla Tactics School (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Guerrilla_Tactics_School_(LW2)&amp;diff=73815"/>
		<updated>2017-01-25T19:14:06Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: Created page with &amp;quot;The Guerrilla Tactics School, GTS, functions similarly to the XCom 2 Vanilla version by providing rookie training and squad-wide perks. It now also provides training for squad...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guerrilla Tactics School, GTS, functions similarly to the XCom 2 Vanilla version by providing rookie training and squad-wide perks. It now also provides training for squad leaders. Up to two training pods can be built to train officers.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=73814</id>
		<title>Advanced Warfare Center (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=73814"/>
		<updated>2017-01-25T19:05:07Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Warefare Center, AWC, continues to provide the ability for soldiers to acquire perks from other classes but the process is highly changed in Long War 2. Every soldier now has an AWC skills tree, which will feature 3 offensive, 3 defensive, and 7 pistol perks. The pistol perks are always the same 7 though their order of unlock is random, the four offensive and defensive skills are a random subset from other classes. Soldiers may train all 13 perks with enough time and must train in a pod at the AWC, they will not be awarded perks by ranking up.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=73813</id>
		<title>Advanced Warfare Center (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=73813"/>
		<updated>2017-01-25T19:04:06Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Warefare Center, AWC, continues to provide the ability for soldiers to acquire perks from other classes but the process is highly changed in Long War 2. Every soldier now has an AWC skills tree, which will feature 3 offensive, 3 defensive, and 7 pistol perks. The pistol perks are always the same 7 though their order of unlock is random, the four offensive and defensive skills are a random subset from other classes. Soldiers may train all 13 perks with enough time.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SPARK_(LW2)&amp;diff=73799</id>
		<title>SPARK (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SPARK_(LW2)&amp;diff=73799"/>
		<updated>2017-01-25T07:51:46Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sparks are 100% more expensive for infiltration.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SPARK_(LW2)&amp;diff=73798</id>
		<title>SPARK (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SPARK_(LW2)&amp;diff=73798"/>
		<updated>2017-01-25T07:51:20Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: Created page with &amp;quot;Sparks are 100% more expensive for infiltration.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sparks are 100% more expensive for infiltration.&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=73797</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=73797"/>
		<updated>2017-01-25T07:50:47Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Technical: Primary: Rifle(default), SMG or Shotgun; Secondary: Gauntlet&lt;br /&gt;
&lt;br /&gt;
Technical&#039;s are 10% more expensive for infiltration.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Technical Skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| {{ Template:Heavy Weapons (LW2)|text=1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Rocketeer&lt;br /&gt;
! &lt;br /&gt;
! Fireman&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Fire in the Hole (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Suppression (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Roust (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Biggest Booms (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Fortify (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Napalm-X (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Concussion Rocket (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Shredder (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Burnout (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Tandem Warheads (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Formidable (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Phosphorus (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Javelin Rockets (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Fire and Steel (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Incinerator&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Your flamethrower has an increased range of one tile and covers a wider area of effect.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Salvo (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Tactical Sense (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Quickburn (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Bunker Buster (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Rapid Fire (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Firestorm (LW2)|text=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=73796</id>
		<title>Grenadier (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=73796"/>
		<updated>2017-01-25T07:50:02Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grenadier: Primary: Rifle(default), SMG or Shotgun; Secondary: Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
Grenadier&#039;s are 20% more expensive for infiltration.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&#039;100%&#039;&lt;br /&gt;
|+ Grenadier Skills&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Launch Grenade&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapper&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Needle Grenades&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Rapid Deployment&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Ordinance&#039;&#039;&#039;&lt;br /&gt;
| {{Template: Formidable (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Protector&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Frags&#039;&#039;&#039;&lt;br /&gt;
| {{Template: Center Mass (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Bluescreen Bombs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Chain Shot&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Sting Grenades&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Template: Biggest Booms (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Tandem Warheads&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Volatile Mix&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Bombard&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Combat Engineer&#039;&#039;&#039;&lt;br /&gt;
| {{Template: Salvo (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Full Kit&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=73795</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=73795"/>
		<updated>2017-01-25T07:48:13Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: added infiltration reduction values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Primary: Rifle, SMG (default) or Shotgun&lt;br /&gt;
* Secondary: Sword&lt;br /&gt;
&lt;br /&gt;
The Shinobi is closest to the vanilla Ranger class. They are specialists in stealth and short range combat.&lt;br /&gt;
&lt;br /&gt;
The Saboteur side of the tree focuses on stealth and infiltration, while the Kenshi side of the tree focuses on melee damage. The middle ground also has several talents to boost damage with guns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&#039;text-align:center&#039;&lt;br /&gt;
|+ Shinobi Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Phantom&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;When the squad is revealed, this soldier remains concealed.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Fleche&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Slash&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Attack an adjacent target with your sword. Uses one action.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Saboteur&lt;br /&gt;
! &lt;br /&gt;
! Kenshi&lt;br /&gt;
|-&lt;br /&gt;
| {{Template: Ghostwalker (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
| {{Template: Cutthroat (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shadowstep&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;This soldier does not trigger overwatch or reaction fire.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Gain +10 Aim and +10 defense when 7 or more tiles distant from any ally.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Infighter&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Gain 25 dodge against attacks within four tiles.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Tradecraft (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Hunter&#039;s Instincts&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Ranged attacks against flanked enemies deal +2 damage.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Blademaster&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;All sword attacks deal +1 extra damage and have +10 Aim.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shadowstrike&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Evasive&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Start each mission with 100 bonus dodge. This bonus is removed after you take damage for the first time.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Bladestorm&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Free sword attacks on any enemies that enter or attack from melee range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Covert&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Enemies have 20% smaller detection radius against you.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hard Target&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Gain 5 dodge per enemy you can see, up to a maximum of +50.&#039;&#039;&lt;br /&gt;
| {{ Template:Coup de Grace (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Conceal&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Immediately enter concealment once per mission.&#039;&#039;&lt;br /&gt;
| {{ Template:Tactical Sense (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Implacable (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Serial&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded.&#039;&#039;&lt;br /&gt;
| {{ Template:Rapid Fire (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Reaper&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks deal reduced damage. Four-turn cooldown.&#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!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 2 || 4 || 0 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 2 || 16 || 8 || 0 || 10 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Perk Details ==&lt;br /&gt;
* Ghostwalker reduces a solder&#039;s infiltration cost by 4%&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 35%.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 4%&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73794</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73794"/>
		<updated>2017-01-25T00:02:15Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 30       || 2      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 3      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-8    || +5          ||           || 10       || 1      ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 4-6    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 4-6    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 9-15   || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9   ||10   ||11-20&lt;br /&gt;
|            22   ||23   ||24   ||25   ||26   ||27   ||28   ||29  ||30  ||31   ||32   ||33   ||34   ||35  ||36   ||37   ||38   ||39   ||40   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -30 || -27 || -24 || -21 || -18 || -15 || -12 || -9 || -6 || -3  ||0&lt;br /&gt;
           || -1  || -2  || -3  || -4  || -5  || -6  || -7  || -8 || -9 || -10 || -11 || -12 || -13 || 14 || -15 || -16 || -17 || -18 || -19 || -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Leaders also have an ability allowing them to hand a pistol to friendly escapees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 1-4    || +1          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 2-5    || +1          || +5        || 5        ||        || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-6    || +2          ||           || 10       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 4-7    || +2          ||           || 15       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 5-8    || +3          ||           || 20       || 2      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 5-9    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 8-16   || +5          ||           || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73790</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73790"/>
		<updated>2017-01-24T22:25:57Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 4-6    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 4-6    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 9-15   || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9   ||10   ||11-20&lt;br /&gt;
|            22   ||23   ||24   ||25   ||26   ||27   ||28   ||29  ||30  ||31   ||32   ||33   ||34   ||35  ||36   ||37   ||38   ||39   ||40   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -30 || -27 || -24 || -21 || -18 || -15 || -12 || -9 || -6 || -3  ||0&lt;br /&gt;
           || -1  || -2  || -3  || -4  || -5  || -6  || -7  || -8 || -9 || -10 || -11 || -12 || -13 || 14 || -15 || -16 || -17 || -18 || -19 || -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Leaders also have an ability allowing them to hand a pistol to friendly escapees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 1-4    || +1          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 2-5    || +1          || +5        || 5        ||        || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-6    || +2          ||           || 10       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 4-7    || +2          ||           || 15       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 5-8    || +3          ||           || 20       || 2      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73789</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73789"/>
		<updated>2017-01-24T22:21:33Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Sniper Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 4-6    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 4-6    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 9-15   || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8   ||9   ||10   ||11-20&lt;br /&gt;
|            22   ||23   ||24   ||25   ||26   ||27   ||28   ||29  ||30  ||31   ||32   ||33   ||34   ||35  ||36   ||37   ||38   ||39   ||40   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -30 || -27 || -24 || -21 || -18 || -15 || -12 || -9 || -6 || -3  ||0&lt;br /&gt;
           || -1  || -2  || -3  || -4  || -5  || -6  || -7  || -8 || -9 || -10 || -11 || -12 || -13 || 14 || -15 || -16 || -17 || -18 || -19 || -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73788</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73788"/>
		<updated>2017-01-24T22:15:21Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 4-6    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 5-8    || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-11   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 7-14   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73787</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73787"/>
		<updated>2017-01-24T22:07:48Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Assault Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-7    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-11   || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73786</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73786"/>
		<updated>2017-01-24T22:07:07Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage     !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3.00-5.00  || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4.50-6.50  || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5.00-9.00  || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6.50-10.50 || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7.00-13.00 || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73785</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73785"/>
		<updated>2017-01-24T22:06:09Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* SMG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage     !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3.75-7.75  || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4.50-10.50 || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6.25-12.25 || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6.00-16.00 || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8.75-16.75 || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage     !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3.00-5.00  || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4.50-6.50  || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5.00-9.00  || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6.50-10.50 || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7.00-13.00 || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73784</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73784"/>
		<updated>2017-01-24T22:03:34Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Assault Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage       !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2.00-4.00    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3.25-5.25    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4.75-6.75    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5.25-9.25    || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6.50-10.50   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage     !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3.75-7.75  || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4.50-10.50 || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6.25-12.25 || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6.00-16.00 || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8.75-16.75 || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage     !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3.00-5.00  || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4.50-6.50  || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5.00-9.00  || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6.50-10.50 || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7.00-13.00 || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73783</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73783"/>
		<updated>2017-01-24T22:02:28Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage       !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2.00-4.00    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3.25-5.25    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4.75-6.75    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5.25-9.25    || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6.50-10.50   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage     !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3.75-7.75  || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4.50-10.50 || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6.25-12.25 || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6.00-16.00 || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8.75-16.75 || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    ||                     || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-6    || 50%                 || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    ||                     || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-10   || 50%                 || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   ||                     || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73782</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73782"/>
		<updated>2017-01-24T22:00:36Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* SMG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage       !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2.00-4.00    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3.25-5.25    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4.75-6.75    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5.25-9.25    || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6.50-10.50   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-7    || 75%                 || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-10   || 50%                 || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-12   || 25%                 || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   ||                     || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-16   || 75%                 || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    ||                     || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-6    || 50%                 || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    ||                     || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-10   || 50%                 || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   ||                     || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73781</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73781"/>
		<updated>2017-01-24T21:54:33Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    ||                     || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-5    || 25%                 || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-6    || 75%                 || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-9    || 25%                 || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-10   || 50%                 || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-7    || 75%                 || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-10   || 50%                 || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-12   || 25%                 || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   ||                     || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-16   || 75%                 || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    ||                     || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-6    || 50%                 || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    ||                     || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-10   || 50%                 || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   ||                     || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73780</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73780"/>
		<updated>2017-01-24T21:49:14Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* SMG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
All SMGs provide 3 mobility and reduced detection radius&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 2-4    ||                     || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-5    || 25%                 || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-6    || 75%                 || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-9    || 25%                 || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-10   || 50%                 || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|14&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|40&lt;br /&gt;
|32&lt;br /&gt;
|24&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -4&lt;br /&gt;
| -8&lt;br /&gt;
| -16&lt;br /&gt;
| -32&lt;br /&gt;
| -40&lt;br /&gt;
| -48&lt;br /&gt;
| -60&lt;br /&gt;
| -70&lt;br /&gt;
| -80&lt;br /&gt;
| -90&lt;br /&gt;
| -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    ||                     || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-6    || 50%                 || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    ||                     || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-10   || 50%                 || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   ||                     || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
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|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
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| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
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| -10&lt;br /&gt;
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| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73779</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73779"/>
		<updated>2017-01-24T21:44:06Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Assault Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
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|16&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|40&lt;br /&gt;
|32&lt;br /&gt;
|24&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -4&lt;br /&gt;
| -8&lt;br /&gt;
| -16&lt;br /&gt;
| -32&lt;br /&gt;
| -40&lt;br /&gt;
| -48&lt;br /&gt;
| -60&lt;br /&gt;
| -70&lt;br /&gt;
| -80&lt;br /&gt;
| -90&lt;br /&gt;
| -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Bonus Damage Chance !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Balistic || 3-5    ||                     || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-6    || 50%                 || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    ||                     || +3          ||           || 35       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-10   || 50%                 || +4          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   ||                     || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
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|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
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|11-20&lt;br /&gt;
|22&lt;br /&gt;
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|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Shotgun ==&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=73754</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=73754"/>
		<updated>2017-01-24T06:19:46Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions in LW2 are generated on a regional level by collecting intel. You collect intel by assigning resistance cell members to the intel job at each resistance haven. As resistance members rank up, a rebel of rank 1 will collect intel at 150% the rate of an unranked rebel, and a rank 2 rebel collects at 200% rate. In addition, scanning with the avenger adds another 4 (unranked) rebels worth of intel gathering.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jailbreak – XCOM must infiltrate an ADVENT jail and rescue key Resistance members. Success increases the strength of the Resistance in that region.&lt;br /&gt;
&lt;br /&gt;
Haven Defense – A variation on Retaliation missions where XCOM must defend Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction.&lt;br /&gt;
&lt;br /&gt;
ADVENT Base Assault – XCOM must deploy to and overtake a well-defended regional military headquarters.&lt;br /&gt;
&lt;br /&gt;
Invasion – ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces.&lt;br /&gt;
&lt;br /&gt;
Rendezvous – A Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers and XCOM must hunt it down.&lt;br /&gt;
&lt;br /&gt;
ADVENT Supply Raid – XCOM must defend a supply convoy and its Resistance personnel from ADVENT attacks.&lt;br /&gt;
&lt;br /&gt;
ADVENT Intel Raid – ADVENT attacks a Resistance listening post and XCOM must repel the attack.&lt;br /&gt;
&lt;br /&gt;
ADVENT Recruiting Raid – ADVENT forces attack Resistance recruiters within a region. XCOM must extract those Resistance members.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies &#039;&#039;&#039;(need to test, do you get timed loot on the ground?)&#039;&#039;&#039; of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. There are a few ways to determine a mission will allow you to keep corpses:&lt;br /&gt;
* There is no mission timer.&lt;br /&gt;
* The mission lists the reward of &amp;quot;enemy materiel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column&lt;br /&gt;
* Supply raid&lt;br /&gt;
* Intel raid&lt;br /&gt;
* Haven defense&lt;br /&gt;
* Invasion&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you do this which will increase their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=73747</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=73747"/>
		<updated>2017-01-23T18:08:27Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: added corpse collection section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions in LW2 are generated on a regional level by collecting intel. You collect intel by assigning resistance cell members to the intel job at each resistance haven. As resistance members rank up, a rebel of rank 1 will collect intel at 150% the rate of an unranked rebel, and a rank 2 rebel collects at 200% rate. In addition, scanning with the avenger adds another 4 (unranked) rebels worth of intel gathering.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jailbreak – XCOM must infiltrate an ADVENT jail and rescue key Resistance members. Success increases the strength of the Resistance in that region.&lt;br /&gt;
&lt;br /&gt;
Haven Defense – A variation on Retaliation missions where XCOM must defend Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction.&lt;br /&gt;
&lt;br /&gt;
ADVENT Base Assault – XCOM must deploy to and overtake a well-defended regional military headquarters.&lt;br /&gt;
&lt;br /&gt;
Invasion – ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces.&lt;br /&gt;
&lt;br /&gt;
Rendezvous – A Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers and XCOM must hunt it down.&lt;br /&gt;
&lt;br /&gt;
ADVENT Supply Raid – XCOM must defend a supply convoy and its Resistance personnel from ADVENT attacks.&lt;br /&gt;
&lt;br /&gt;
ADVENT Intel Raid – ADVENT attacks a Resistance listening post and XCOM must repel the attack.&lt;br /&gt;
&lt;br /&gt;
ADVENT Recruiting Raid – ADVENT forces attack Resistance recruiters within a region. XCOM must extract those Resistance members.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies &#039;&#039;&#039;(need to test, do you get timed loot on the ground?)&#039;&#039;&#039; of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. There are a few ways to determine a mission will allow you to keep corpses:&lt;br /&gt;
* There is no mission timer.&lt;br /&gt;
* The mission lists the reward of &amp;quot;enemy materiel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column&lt;br /&gt;
* Supply raid&lt;br /&gt;
* Intel raid&lt;br /&gt;
* Haven defense&lt;br /&gt;
* Invasion&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you do this which will increase their detection range and evac delay.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Evac_(LW2)&amp;diff=73744</id>
		<title>Evac (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Evac_(LW2)&amp;diff=73744"/>
		<updated>2017-01-23T16:35:46Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War 2, evacuating a mission via skyranger will be a common occurrence due to some missions having infinite alien reinforcements. A few things have changed about the way EVAC works that the savvy commander should know.&lt;br /&gt;
&lt;br /&gt;
:1. Throwing the evac flare will break concealment, &#039;&#039;and&#039;&#039; enemy forces will actively converge on the evac zone.&lt;br /&gt;
:2. Evac is no longer immediate, you will have to wait several turns for the skyranger to arrive based on the following factors:&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&#039;&#039;&#039;Base Delay&#039;&#039;&#039;&lt;br /&gt;
* Rookie: 1 turn&lt;br /&gt;
* Veteran: 3 turns&lt;br /&gt;
* Commander: 3 turns&lt;br /&gt;
* Legend: 4 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Size&#039;&#039;&#039;&lt;br /&gt;
* 1-3 soldiers: -1 turn&lt;br /&gt;
* 4-7 soldiers: no change&lt;br /&gt;
* 8 soldiers: +1 turn&lt;br /&gt;
* 9-10 soldiers: +2 turns&lt;br /&gt;
* 11-12 soldiers: +3 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
* 0-29%: +3 turns&lt;br /&gt;
* 30-59%: +2 turns&lt;br /&gt;
* 60-99%: +1 turn&lt;br /&gt;
* 100-149%: no change&lt;br /&gt;
* 150-189%: -1 turn&lt;br /&gt;
* 190-200%: -2 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Infiltrations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7 or more infiltration missions including the current mission: +1 turn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=73743</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=73743"/>
		<updated>2017-01-23T16:35:18Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Advent&#039;s Global Agenda ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is an Advent strategic AI that plays against the Commander on the strategy layer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each region has a &#039;strength&#039; value that represents how many troops they have there. This value determines the baseline mission difficulty in each region. The aliens will move around troops from one region to another in response to XCOM activity. The AI also makes other decisions based on XCOM activity and strength in a given region.&lt;br /&gt;
&lt;br /&gt;
Regions can become liberated by XCOM. If it&#039;s liberated there are very few things Advent can do there, plus you get resource bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Avatar Project ==&lt;br /&gt;
&lt;br /&gt;
The Avatar project&#039;s progress is unknown to the player initially but has been increased to 20 &#039;pips&#039; before it&#039;s game over.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(LW2)&amp;diff=73742</id>
		<title>Strategy (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(LW2)&amp;diff=73742"/>
		<updated>2017-01-23T16:35:05Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random Tips from xwynns&#039; Let&#039;s Play ==&lt;br /&gt;
* Dark events are easy to detect but happen in many regions, contacting new regions is the best way to stop dark events.&lt;br /&gt;
* Doing missions in a region builds up &amp;quot;vigilance&amp;quot; in a region which is the hidden variable that garners Advent&#039;s attention and causes them to send supply raids and such to increase Advent Strength in a region.&lt;br /&gt;
* Increases to Advent Strength is retroactive to missions that are being infiltrated, thus you may get higher enemy strength by the time the mission launches than you had planned for.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(LW2)&amp;diff=73741</id>
		<title>Strategy (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(LW2)&amp;diff=73741"/>
		<updated>2017-01-23T16:33:20Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: Created page with &amp;quot;== Random Tips from xwynns&amp;#039; Let&amp;#039;s Play == * Dark events are easy to detect but happen in many regions, contacting new regions is the best way to stop dark events. * Doing miss...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random Tips from xwynns&#039; Let&#039;s Play ==&lt;br /&gt;
* Dark events are easy to detect but happen in many regions, contacting new regions is the best way to stop dark events.&lt;br /&gt;
* Doing missions in a region builds up &amp;quot;vigilance&amp;quot; in a region which is the hidden variable that garners Advent&#039;s attention and causes them to send supply raids and such to increase Advent Strength in a region.&lt;br /&gt;
* Increases to Advent Strength is retroactive to missions that are being infiltrated, thus you may get higher enemy strength by the time the mission launches than you had planned for.&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Management_(LW2)&amp;diff=73714</id>
		<title>Squad Management (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Management_(LW2)&amp;diff=73714"/>
		<updated>2017-01-22T20:56:08Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: Created page with &amp;quot;== Wounds == The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health this accounted for...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wounds ==&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health this accounted for. Soldiers can take over 100% of their health in damage if they receive healing or are overkilled by damage and but enter a bleed out state and are saved.&lt;br /&gt;
&lt;br /&gt;
The config files list recovery time in &amp;quot;points&amp;quot;, we don&#039;t know what these points mean so this table is only to illustrate the ratios of wound time to damage. All values are in hundreds of points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage!!Recovery Points&lt;br /&gt;
|-&lt;br /&gt;
|0-10%  || 10-75&lt;br /&gt;
|-&lt;br /&gt;
|10-20% || 50-125&lt;br /&gt;
|-&lt;br /&gt;
|20-30% || 100-175&lt;br /&gt;
|-&lt;br /&gt;
|30-40% || 150-225&lt;br /&gt;
|-&lt;br /&gt;
|40-50% || 200-275&lt;br /&gt;
|-&lt;br /&gt;
|50-60% || 250-325&lt;br /&gt;
|-&lt;br /&gt;
|60-70% || 300-375&lt;br /&gt;
|-&lt;br /&gt;
|70-80% || 350-425&lt;br /&gt;
|-&lt;br /&gt;
|80-90% || 400-475&lt;br /&gt;
|-&lt;br /&gt;
|90-100% || 450-750&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LW2)&amp;diff=73704</id>
		<title>Alien Life Forms (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LW2)&amp;diff=73704"/>
		<updated>2017-01-22T20:39:05Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aliens in LW2 can now appear in pods of up to 8 members. In these larger pods, it is extremely likely that there will be &amp;gt;2 different alien species in each pod. Enemy AI has also been revamped and aliens put more emphasis on cover and proper turn sequence to maximize their usage of abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;Aliens&amp;quot;&amp;gt;&lt;br /&gt;
File:Xcom2_sectoid_hero.jpg| [[Sectoid (LW2)|Sectoid]]&lt;br /&gt;
File:Xcom2 viper hero.jpg| [[Viper (LW2)|Viper]]&lt;br /&gt;
File:Sidewinder1.png| [[Naja|Naja]]&lt;br /&gt;
File:Mutonxcom2.jpg| [[Muton (LW2)|Muton]]&lt;br /&gt;
File:Codex.jpeg| [[Codex (LW2)|Codex]]&lt;br /&gt;
File:Facelessxcom2.jpg| [[Faceless (LW2)|Faceless]]&lt;br /&gt;
File:Archon.jpg| [[Archon (LW2)|Archon]]&lt;br /&gt;
File:XCOM-2 E3-Screenshot Berserker hero.jpg| [[Berserker (LW2)|Berserker]]&lt;br /&gt;
File:xcom2_chrysalid.jpg| [[Chryssalid (LW2)|Chryssalid]]&lt;br /&gt;
File:Andromedon.jpg| [[Andromedon (LW2)|Andromedon]]&lt;br /&gt;
File:Gatekeeper.jpg| [[Gatekeeper (LW2)|Gatekeeper]]&lt;br /&gt;
File:Sectopodxcom2.jpg| [[Sectopod (LW2)|Sectopod]]&lt;br /&gt;
File:Avatar.jpg| [[Avatar (LW2)|Avatar]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_(LW2)&amp;diff=73703</id>
		<title>ADVENT (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_(LW2)&amp;diff=73703"/>
		<updated>2017-01-22T20:38:22Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ADVENT&#039;s forces have been greatly expanded in Long War 2 to include a wide variety of troopers. Immediately upon starting a new campaign, one will immediately face some of these new varieties - such as the Advent Engineer or Advent Gunner - all of which possess different abilities. Prepare yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px perrow=5 caption=&amp;quot;ADVENT Coalition&amp;quot;&amp;gt;&lt;br /&gt;
File:AdventTrooper 20.jpg| [[ADVENT Trooper (LW2)|ADVENT Trooper]]&lt;br /&gt;
File:XCOM2_ADVENT_Captain_(1).jpg| [[ADVENT Captain (LW2)|ADVENT Captain]]&lt;br /&gt;
File:stunlancer.jpg| [[ADVENT Stun Lancer (LW2)|ADVENT Stun Lancer]]&lt;br /&gt;
File:Xcom2_shieldbearer_hero.jpg| [[ADVENT Shieldbearer (LW2)|ADVENT Shieldbearer]]&lt;br /&gt;
File:ADVENT_mec.jpg| [[ADVENT Mec (LW2)|ADVENT Mec]]&lt;br /&gt;
File:Advent_drone.png| [[ADVENT Drone|ADVENT Drone]]&lt;br /&gt;
File:XCOM2_ADVENTturret.jpg| [[ADVENT Turret|ADVENT Turret]]&lt;br /&gt;
File:ADVENT_Gunner.jpg| [[ADVENT Gunner|ADVENT Gunner]]&lt;br /&gt;
File:Advent_sentry_better.png| [[ADVENT Sentry|ADVENT Sentry]]&lt;br /&gt;
File:Advent_engineer.png| [[ADVENT Engineer|ADVENT Engineer]]&lt;br /&gt;
File:ADVENT_Rocketeer.jpg| [[ADVENT Rocketeer|ADVENT Rocketeer]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officers_(LW2)&amp;diff=73702</id>
		<title>Officers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officers_(LW2)&amp;diff=73702"/>
		<updated>2017-01-22T20:37:32Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Officers are automatically granted the following perks:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UIPerk_inspire.jpg |24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Command&#039;&#039;&#039; || &#039;&#039;End your turn to grant a bonus action to any visible member of the squad. The number of charges is dependent on the officer&#039;s rank. Second and first lieutenants have one charge; captains and majors have two charges; lieutenants and full colonels have three charges; and field commanders have four charges. Cannot be used on units on overwatch or suppressing another target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:LW_AbilityCommissar.jpg |24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Commissar&#039;&#039;&#039; || &#039;&#039;Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:LW_AbilityIntervention.jpg |24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intervention&#039;&#039;&#039; || &#039;&#039;Activate this ability to spend 10 intel and gain two turns on the current mission timer. The number of charges is dependent on the officer&#039;s rank.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:LW_AbilityLeadership.jpg |24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leadership&#039;&#039;&#039; || &#039;&#039;This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:LW_AbilityTakeThis.jpg|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;You&#039;ll Need This&#039;&#039;&#039; || &#039;&#039;Anytime you equip a pistol (of any technology level), you carry a spare conventional pistol that you can hand to any adjacent civilian ally who does not already have a pistol. The spare pistol does not impose a weight penalty on this soldier, but the ally will incur a one-mobility penalty when receiving the sidearm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Officers can gain the following abilities:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Rank !! Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| First Lieutenant&lt;br /&gt;
| {{ Template: Oscar Mike (LW2) |text=1}}&lt;br /&gt;
| {{ Template: Focus Fire (LW2) |text=1}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=73701</id>
		<title>Difficulty (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=73701"/>
		<updated>2017-01-22T20:37:08Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!Rookie!!Veteran!!Commander!!Legend&lt;br /&gt;
|-&lt;br /&gt;
|Base Evac Delay || 1 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Max Engaged Enemies || 12 || unlimited || unlimited || unlimited&lt;br /&gt;
|-&lt;br /&gt;
|Region Intel Cost || 60 || 80 || 80 || 80&lt;br /&gt;
|-&lt;br /&gt;
|Communication Tower cost || 100 || 150 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Rebels Awarded by Missions || 2-4 || 2-3 || 2-3 || 2-3&lt;br /&gt;
|-&lt;br /&gt;
|Global Aim Modifier || 120% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Max Rank Soldier Exp Cost || 276/100% || 304/110% || 332/120% || 332/120%&lt;br /&gt;
|-&lt;br /&gt;
|Starting Supplies || 325 || 175 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Starting Intel || 150 || 125 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|GTS Train Rookie Days || 3 || 7 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
|AWS Retain Soldier Days per Rank || 2 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Research Time Scalar || 100% || 100% || 110% || 120%&lt;br /&gt;
|-&lt;br /&gt;
|Clear Avenger Room Scalar || 100% || 150% || 150% || 150%&lt;br /&gt;
|-&lt;br /&gt;
|Build Avenger Facility Scalar || 80% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Starts on Day || 28 || 21 || 14 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Days Per Advance || 45 || 45 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Blacksite, Forge, Psi Gate Avatar Setback || 4 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Starting Number of Available Recruits || 5 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Intel Mission Rewards || 38-42 || 24-36 || 24-36 || 20-30&lt;br /&gt;
|-&lt;br /&gt;
|Alloys Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Engineering/Basic Research Scalar || 50% || 75% || 75% || 75%&lt;br /&gt;
|-&lt;br /&gt;
|Reduced Contact Cost Reward Scalar || 50% || 66% || 66% || 66%&lt;br /&gt;
|-&lt;br /&gt;
|Mission Timer Extra Turns || 4 || 1 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aim Assist ==&lt;br /&gt;
Rookie difficulty only includes the XCom aim assist system which gives you hidden bonuses to aim each time an attack misses and after soldiers die.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=73700</id>
		<title>Advanced Warfare Center (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=73700"/>
		<updated>2017-01-22T20:36:57Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers can train in the Advanced Warfare Center to obtain multiple additional perks not normally available in their class.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=73699</id>
		<title>Difficulty (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=73699"/>
		<updated>2017-01-22T20:35:52Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!Rookie!!Veteran!!Commander!!Legend&lt;br /&gt;
|-&lt;br /&gt;
|Base Evac Delay || 1 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Max Engaged Enemies || 12 || unlimited || unlimited || unlimited&lt;br /&gt;
|-&lt;br /&gt;
|Region Intel Cost || 60 || 80 || 80 || 80&lt;br /&gt;
|-&lt;br /&gt;
|Communication Tower cost || 100 || 150 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Rebels Awarded by Missions || 2-4 || 2-3 || 2-3 || 2-3&lt;br /&gt;
|-&lt;br /&gt;
|Global Aim Modifier || 120% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Max Rank Soldier Exp Cost || 276/100% || 304/110% || 332/120% || 332/120%&lt;br /&gt;
|-&lt;br /&gt;
|Starting Supplies || 325 || 175 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Starting Intel || 150 || 125 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|GTS Train Rookie Days || 3 || 7 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
|AWS Retain Soldier Days per Rank || 2 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Research Time Scalar || 100% || 100% || 110% || 120%&lt;br /&gt;
|-&lt;br /&gt;
|Clear Avenger Room Scalar || 100% || 150% || 150% || 150%&lt;br /&gt;
|-&lt;br /&gt;
|Build Avenger Facility Scalar || 80% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Starts on Day || 28 || 21 || 14 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Days Per Advance || 45 || 45 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Blacksite, Forge, Psi Gate Avatar Setback || 4 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Starting Number of Available Recruits || 5 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Intel Mission Rewards || 38-42 || 24-36 || 24-36 || 20-30&lt;br /&gt;
|-&lt;br /&gt;
|Alloys Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Engineering/Basic Research Scalar || 50% || 75% || 75% || 75%&lt;br /&gt;
|-&lt;br /&gt;
|Reduced Contact Cost Reward Scalar || 50% || 66% || 66% || 66%&lt;br /&gt;
|-&lt;br /&gt;
|Mission Timer Extra Turns || 4 || 1 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aim Assist ==&lt;br /&gt;
Rookie difficulty only includes the XCom aim assist system which gives you hidden bonuses to aim each time an attack misses and after soldiers die.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=73605</id>
		<title>Difficulty (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=73605"/>
		<updated>2017-01-22T17:45:14Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; ! !!Rookie!!Veteran!!Commander!!Legend |- |Base Evac Delay|| 1 || 3 || 3 || 4 |}  Category: XCOM2&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!Rookie!!Veteran!!Commander!!Legend&lt;br /&gt;
|-&lt;br /&gt;
|Base Evac Delay|| 1 || 3 || 3 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mechanics_(LW2)&amp;diff=73506</id>
		<title>Mechanics (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mechanics_(LW2)&amp;diff=73506"/>
		<updated>2017-01-22T05:49:39Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: found disorient effects in XComGameCore.ini overrides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== To-Hit Mechanics ==&lt;br /&gt;
The following hit mechanics in Long War 2 have been modified:&lt;br /&gt;
:Critical chance is no longer an absolute chance&lt;br /&gt;
::In base XCOM 2 a 10% hit and 10% critical chance would land 10% of the time, and if it hit would always be a critical. This is no longer the case.&lt;br /&gt;
::Dodge no longer supersedes crit. (In base XCOM 2 if dodge + crit chance was greater than hit, crit chance would be removed in favor of dodge.)&lt;br /&gt;
::Soldiers can graze even if the target has no dodge (In base XCOM 2, grazes were only possible if the target had dodge stat)&lt;br /&gt;
::These changes apply completely symmetrically to both sides&lt;br /&gt;
:All units will now graze if their to-hit roll is “close” to the required to hit&lt;br /&gt;
::This is referred to as the “Graze Band.” The measure of “close” is configurable in-game, and defaults to +/- 10%.&lt;br /&gt;
::Example 1 : Base 70% chance to hit results in 60% chance of a normal damage hit and 20% chance of a graze. The displayed to hit is 70%.&lt;br /&gt;
::Example 2 : Base 20% chance to hit results in 10% chance of a normal damage hit and a 20% chance of a graze. The displayed to hit is 20%.&lt;br /&gt;
:Critical Hit Chance is now a chance to “promote” the damage type. A successful critical roll will:&lt;br /&gt;
::Promote a graze hit to a regular damage hit&lt;br /&gt;
::Promote a regular damage hit to a critical damage hit&lt;br /&gt;
:Dodge Stat is now a chance to “demote” the damage type. A successful dodge roll will:&lt;br /&gt;
::Demote critical damage hit to regular damage hit&lt;br /&gt;
::Demote a regular damage hit to a graze&lt;br /&gt;
::Demote a graze into a miss (configurable)&lt;br /&gt;
:Good Angle Bonus Removed&lt;br /&gt;
::The good angle bonus of XCom 2 vanilla is removed, this bonus used to give you aim bonuses as you got closer to a flanking angle. There are no bonuses to aim and crit until you are fully flanking a target now.&lt;br /&gt;
:Consequences:&lt;br /&gt;
::Low % shots are generally more likely to do something, but that something results in less damage, and is very unlikely to deal critical damage&lt;br /&gt;
::90% to-hit and above won’t entirely miss enemies (unless they have dodge)&lt;br /&gt;
::Dodge and Crit counter each other, so a high critical chance helps counter high dodge units, while a good dodge helps protect against critical hits&lt;br /&gt;
::When using Not Created Equally, soldiers may have negative dodge, increasing the chance hits against them will be promoted&lt;br /&gt;
:Example 1: 90% to hit, 50% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 50%, Normal damage 40% of the time, Miss 10% of the time.&lt;br /&gt;
::In Long War 2, this will result in Critical damage 40% of the time, Normal damage 50% of the time, Graze damage 10% of the time.&lt;br /&gt;
:Example 2: 20% to hit, 10% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 10% of the time, Normal damage 10% of the time, Miss 80% of the time&lt;br /&gt;
::In Long War 2, it will result in Critical damage 1% of the time, Normal damage 11% of the time, Graze damage 18% of the time, Miss 70% of the time&lt;br /&gt;
&lt;br /&gt;
== Enemy Patrol Behavior ==&lt;br /&gt;
In Long War 2, enemy patrol behavior and vigilance is more complex than in vanilla.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Green Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::Green alert level is most commonly the beginning of a mission when a squad is still in concealment. Advent has no idea that XCOM has infiltrated and as such, is on low alert. A pod activated on the alien turn in this state will not get free actions upon activation. In other words, they will not get a chance to take a free shot at XCOM. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yellow Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, yelling civilians, or by finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM as they scamper for cover. Patrols in yellow alert run instead of walk. You can use sound to create a diversion and draw pods away if you are attempting to stealth a mission or draw pods into your overwatch traps.&lt;br /&gt;
&lt;br /&gt;
::See the [[Sounds_(LW2)|Sounds]] subpage for details.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Red Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::This is an activated pod.&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
:&#039;&#039;&#039;Disoriented&#039;&#039;&#039;&lt;br /&gt;
Applies a two turn debuff causing -25 Aim, -6 mobility, and -25 will defense. Additionally it will lock out most but not all abilities; moving, shooting, and overwatching remain available. Disorient will break overwatch and suppression when applied to a unit currently doing those actions. If Sectoids and Gatekeepers are hit they will lose any mind controls and their Psi Zombies will be destroyed. Disorient on a mind controlled unit will not free them.&lt;br /&gt;
&lt;br /&gt;
It is currently confirmed that a bug exists with disorient: applying disorient to an already disoriented unit will not break its overwatch. This will be fixed in the next patch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stunned&#039;&#039;&#039;&lt;br /&gt;
Stunned units cannot act. Stunning a Sectoid or Gatekeeper will release any mind controls they have active, destroying their Psi Zombies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Burning&#039;&#039;&#039;&lt;br /&gt;
Burn applies a two turn damage over time and lockout of all abilities. Burning enemies will take 1-3 damage twice and can not perform any action besides moving.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
Applies an aim penalty and damage over time.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Acid Burn&#039;&#039;&#039;&lt;br /&gt;
Applies a damage over time.&lt;br /&gt;
&lt;br /&gt;
== Detection Range ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73360</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73360"/>
		<updated>2017-01-21T22:24:16Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: smg range bonuses are not rifle ones, not sure where in configs they are.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|14&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|40&lt;br /&gt;
|32&lt;br /&gt;
|24&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -4&lt;br /&gt;
| -8&lt;br /&gt;
| -16&lt;br /&gt;
| -32&lt;br /&gt;
| -40&lt;br /&gt;
| -48&lt;br /&gt;
| -60&lt;br /&gt;
| -70&lt;br /&gt;
| -80&lt;br /&gt;
| -90&lt;br /&gt;
| -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-19&lt;br /&gt;
|20&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| -5&lt;br /&gt;
| -10&lt;br /&gt;
| -15&lt;br /&gt;
| -20&lt;br /&gt;
| -25&lt;br /&gt;
| -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
&lt;br /&gt;
== Double Barrel Shotgun ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73358</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73358"/>
		<updated>2017-01-21T21:15:15Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sword ==&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ==&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-19&lt;br /&gt;
|20&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| -5&lt;br /&gt;
| -10&lt;br /&gt;
| -15&lt;br /&gt;
| -20&lt;br /&gt;
| -25&lt;br /&gt;
| -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|14&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|40&lt;br /&gt;
|32&lt;br /&gt;
|24&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -4&lt;br /&gt;
| -8&lt;br /&gt;
| -16&lt;br /&gt;
| -32&lt;br /&gt;
| -40&lt;br /&gt;
| -48&lt;br /&gt;
| -60&lt;br /&gt;
| -70&lt;br /&gt;
| -80&lt;br /&gt;
| -90&lt;br /&gt;
| -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-19&lt;br /&gt;
|20&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| -5&lt;br /&gt;
| -10&lt;br /&gt;
| -15&lt;br /&gt;
| -20&lt;br /&gt;
| -25&lt;br /&gt;
| -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier.&lt;br /&gt;
&lt;br /&gt;
== Arc Thrower ==&lt;br /&gt;
&lt;br /&gt;
== Double Barrel Shotgun ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73357</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=73357"/>
		<updated>2017-01-21T21:07:54Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: weapon range bonuses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SMG ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-19&lt;br /&gt;
|20&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| -5&lt;br /&gt;
| -10&lt;br /&gt;
| -15&lt;br /&gt;
| -20&lt;br /&gt;
| -25&lt;br /&gt;
| -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shotgun ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|14&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|40&lt;br /&gt;
|32&lt;br /&gt;
|24&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -4&lt;br /&gt;
| -8&lt;br /&gt;
| -16&lt;br /&gt;
| -32&lt;br /&gt;
| -40&lt;br /&gt;
| -48&lt;br /&gt;
| -60&lt;br /&gt;
| -70&lt;br /&gt;
| -80&lt;br /&gt;
| -90&lt;br /&gt;
| -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assault Rifle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-19&lt;br /&gt;
|20&lt;br /&gt;
|21&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
|20&lt;br /&gt;
|18&lt;br /&gt;
|16&lt;br /&gt;
|14&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| -5&lt;br /&gt;
| -10&lt;br /&gt;
| -15&lt;br /&gt;
| -20&lt;br /&gt;
| -25&lt;br /&gt;
| -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cannon ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Range&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11-20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|24&lt;br /&gt;
|25&lt;br /&gt;
|26&lt;br /&gt;
|27&lt;br /&gt;
|28&lt;br /&gt;
|29&lt;br /&gt;
|30&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|34&lt;br /&gt;
|35&lt;br /&gt;
|36&lt;br /&gt;
|37&lt;br /&gt;
|38&lt;br /&gt;
|39&lt;br /&gt;
|40&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus&lt;br /&gt;
| -30&lt;br /&gt;
| -27&lt;br /&gt;
| -24&lt;br /&gt;
| -21&lt;br /&gt;
| -18&lt;br /&gt;
| -15&lt;br /&gt;
| -12&lt;br /&gt;
| -9&lt;br /&gt;
| -6&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -3&lt;br /&gt;
| -4&lt;br /&gt;
| -5&lt;br /&gt;
| -6&lt;br /&gt;
| -7&lt;br /&gt;
| -8&lt;br /&gt;
| -9&lt;br /&gt;
| -10&lt;br /&gt;
| -11&lt;br /&gt;
| -12&lt;br /&gt;
| -13&lt;br /&gt;
| -14&lt;br /&gt;
| -15&lt;br /&gt;
| -16&lt;br /&gt;
| -17&lt;br /&gt;
| -18&lt;br /&gt;
| -19&lt;br /&gt;
| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sounds_(LW2)&amp;diff=73356</id>
		<title>Sounds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sounds_(LW2)&amp;diff=73356"/>
		<updated>2017-01-21T20:39:48Z</updated>

		<summary type="html">&lt;p&gt;Adamzl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War 2 adds the sounds mechanic to tactical combat which affects advent pods. As described in [[Mechanics_(LW2)#Enemy_Patrol_Behavior|Enemy Patrol Behavior section of Mechanics]] pods will become aware of XCom&#039;s presence on the map when they are within the radius of a sound. Once aware they will patrol towards the sound.&lt;br /&gt;
&lt;br /&gt;
The following are sound ranges different sources with typical soldier vision range at 18 tiles:&lt;br /&gt;
:0 tiles&lt;br /&gt;
::grenade launchers&lt;br /&gt;
::holo targetters&lt;br /&gt;
&lt;br /&gt;
:4 tiles&lt;br /&gt;
::combat knives&lt;br /&gt;
&lt;br /&gt;
:6 tiles&lt;br /&gt;
::swords&lt;br /&gt;
::hunter&#039;s axe&lt;br /&gt;
::shadowkeeper&lt;br /&gt;
&lt;br /&gt;
:9 tiles&lt;br /&gt;
::smoke and flashbang grenades&lt;br /&gt;
&lt;br /&gt;
:13 tiles&lt;br /&gt;
::technical flamethrower&lt;br /&gt;
&lt;br /&gt;
:17 tiles&lt;br /&gt;
::pistols&lt;br /&gt;
&lt;br /&gt;
:18 tiles&lt;br /&gt;
::SMGs&lt;br /&gt;
::bolt casters&lt;br /&gt;
::civilian yelling&lt;br /&gt;
&lt;br /&gt;
:20 tiles&lt;br /&gt;
::rifles, sniper rifles, and shotguns.&lt;br /&gt;
::gas grenades&lt;br /&gt;
::frost bombs&lt;br /&gt;
::sawed off shotguns&lt;br /&gt;
::arc throwers&lt;br /&gt;
&lt;br /&gt;
:24 tiles&lt;br /&gt;
::cannons/LMGs&lt;br /&gt;
::heavy weapons&lt;br /&gt;
::SPARK autocannons&lt;br /&gt;
::frag, alien, acid, and fire grenades&lt;br /&gt;
&lt;br /&gt;
:26 tiles&lt;br /&gt;
::technical rockets&lt;/div&gt;</summary>
		<author><name>Adamzl</name></author>
	</entry>
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