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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=89075</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=89075"/>
		<updated>2019-03-31T16:31:32Z</updated>

		<summary type="html">&lt;p&gt;Alketi: Added Muton Centurion details and fixed grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
;Primary:&lt;br /&gt;
&#039;&#039;Rifle, SMG or Shotgun&#039;&#039;&lt;br /&gt;
;Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shinobis provide excellent flank security and forward recon, screening out accidental, unwanted activations and ensuring the only enemies who spot you are the ones you’re ready to kill. Their stealth means they’re also capable of taking on some mission types entirely on their own, though the all-or-nothing stakes of dodging patrols or dying alone makes solo sneaking an approach not for the faint of heart. The Shinobi tree is littered with tempting combat-focused perks that sound excitingly effective, so it’s important we understand the real strength of the class—&#039;&#039;&#039;Concealment&#039;&#039;&#039; is absurd. Other classes can compete with and surpass the damage or defensive capability of even the most combat-oriented Shinobi, but none can compare to their mastery over the art of invisible.&lt;br /&gt;
&lt;br /&gt;
==Branches==&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;
;Left branch&lt;br /&gt;
&amp;quot;Saboteur&amp;quot; type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.&lt;br /&gt;
;Right branch&lt;br /&gt;
&amp;quot;Kenshi&amp;quot; type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.&lt;br /&gt;
;Center branch&lt;br /&gt;
The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles and Shotguns are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.3) ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie2={{Fleche (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie3={{Slash (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Subclass1=Saboteur&lt;br /&gt;
|Subclass2=Kenshi&lt;br /&gt;
|LCorporal1={{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal2={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Blademaster (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal1={{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal2={{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Combatives (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant1={{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Cutthroat (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt1={{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt2={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt3={{Bladestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt1={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Reaper (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt1={{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt2={{Hit and Run (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Whirlwind (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt3={{Coup de Grace (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 2&lt;br /&gt;
| i_hacking0    = 5&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 2&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 1&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 1&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 1&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 1&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 1&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 1&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 1&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 0&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 1&lt;br /&gt;
| i_hacking7    = 5&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;
== Perk Details ==&lt;br /&gt;
* Ghostwalker reduces a solder&#039;s infiltration cost by 2%.&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 20%. The extra infiltration time you’ll save allows you to bring another, more damage-focused class to pick up the Shinobi’s slack while they focus on sneaky recon.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 3%.&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their attack, this can lead to big hits using an officer with command, and means that the waypoint system (ctrl-click) cannot be abused for increased damage.&lt;br /&gt;
* If the shinobi has to run through fire on their Fleche path and is set on fire as a result, they will not complete the attack (even though the animation plays)&lt;br /&gt;
* Bladestorm does not trigger on enemies with Shadowstep.&lt;br /&gt;
* Bladestorm can trigger a Muton&#039;s Counter Attack.&lt;br /&gt;
* Shadowstep does not protect the Shinobi from a Muton&#039;s Counter Attack.&lt;br /&gt;
* Combatives only works once per turn (or at least not twice at 100%)[https://www.youtube.com/watch?v=t_B_OEpfMeU&amp;amp;feature=youtu.be&amp;amp;t=43m18s]&lt;br /&gt;
* Muton Centurions will sometimes go for a kill-shot vs a melee attack[https://www.youtube.com/watch?v=xU3QspcF4vc&amp;amp;feature=youtu.be&amp;amp;t=24m]&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:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=89058</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=89058"/>
		<updated>2019-03-29T03:46:37Z</updated>

		<summary type="html">&lt;p&gt;Alketi: Added combatives details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Shinobi serves as our primary scouting unit, using a sword to deliver stealthy close-range attacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
;Primary:&lt;br /&gt;
&#039;&#039;Rifle, SMG or Shotgun&#039;&#039;&lt;br /&gt;
;Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shinobis provide excellent flank security and forward recon, screening out accidental, unwanted activations and ensuring the only enemies who spot you are the ones you’re ready to kill. Their stealth means they’re also capable of taking on some mission types entirely on their own, though the all-or-nothing stakes of dodging patrols or dying alone makes solo sneaking an approach not for the faint of heart. The Shinobi tree is littered with tempting combat-focused perks that sound excitingly effective, so it’s important we understand the real strength of the class—&#039;&#039;&#039;Concealment&#039;&#039;&#039; is absurd. Other classes can compete with and surpass the damage or defensive capability of even the most combat-oriented Shinobi, but none can compare to their mastery over the art of invisible.&lt;br /&gt;
&lt;br /&gt;
==Branches==&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;
;Left branch&lt;br /&gt;
&amp;quot;Saboteur&amp;quot; type Shinobi are pure infiltrators, skirting past even the most watchful eyes on the strategic and tactical layers of the game to ensure early warning on enemy forces before your main force encounters them, while losing out on potential squad damage each turn you choose not to break concealment.&lt;br /&gt;
;Right branch&lt;br /&gt;
&amp;quot;Kenshi&amp;quot; type Shinobi assassinate the enemy with their bladecraft, pure, simply, and lethally, and can slay even the most terrifying of enemies in a single strike if an ally has disoriented or stunned them, though great care must be taken to avoid brazen charges that provoke other enemy forces or leave the shinobi exposed to fatal retaliation.&lt;br /&gt;
;Center branch&lt;br /&gt;
The center-branch perks offer a variety of defensive and primary weapon perks, allowing a Shinobi to be built as a covert-capable light rifleman in battle (or a more defensible blade assassin). Remember that while the SMG is the weapon of choice for most Shinobi, you may find that Assault Rifles and Shotguns are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities (As of LW2 Version 1.3) ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie2={{Fleche (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Squaddie3={{Slash (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Subclass1=Saboteur&lt;br /&gt;
|Subclass2=Kenshi&lt;br /&gt;
|LCorporal1={{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal2={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Blademaster (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal1={{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal2={{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Combatives (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant1={{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Cutthroat (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt1={{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt2={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|StaffSgt3={{Bladestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt1={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Reaper (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt1={{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt2={{Hit and Run (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Whirlwind (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt3={{Coup de Grace (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 2&lt;br /&gt;
| i_hacking0    = 5&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 2&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 1&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 1&lt;br /&gt;
| i_hacking2    = 5&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 1&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 1&lt;br /&gt;
| i_hacking4    = 5&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 1&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 1&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 1&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 0&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 1&lt;br /&gt;
| i_hacking7    = 5&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;
== Perk Details ==&lt;br /&gt;
* Ghostwalker reduces a solder&#039;s infiltration cost by 2%.&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 20%. The extra infiltration time you’ll save allows you to bring another, more damage-focused class to pick up the Shinobi’s slack while they focus on sneaky recon.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 3%.&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their attack, this can lead to big hits using an officer with command, and means that the waypoint system (ctrl-click) cannot be abused for increased damage.&lt;br /&gt;
* If the shinobi has to run through fire on their Fleche path and is set on fire as a result, they will not complete the attack (even though the animation plays)&lt;br /&gt;
* Bladestorm does not trigger on enemies with Shadowstep.&lt;br /&gt;
* Bladestorm can trigger a Muton&#039;s Counter Attack.&lt;br /&gt;
* Shadowstep does not protect the Shinobi from a Muton&#039;s Counter Attack.&lt;br /&gt;
* Combatives only works once per turn (or at least not 100% twice)[https://www.youtube.com/watch?v=t_B_OEpfMeU&amp;amp;feature=youtu.be&amp;amp;t=43m18s]&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:Soldiers (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LW2)&amp;diff=89043</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=89043"/>
		<updated>2019-03-17T14:50:44Z</updated>

		<summary type="html">&lt;p&gt;Alketi: /* ADVENT Infiltrators */&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 rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 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. Having a liaison will increase efficiency by 20% for the respective job except for soldiers helping with the recruitment activity which has more complicated math involved due to officer ranks (if applicable). Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&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. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have succesfully been eliminated.&lt;br /&gt;
&lt;br /&gt;
Changing your liason does not reset progress in detecting any faceless (per xwynns)[https://www.youtube.com/watch?v=3Tjd2Z2wgd0&amp;amp;feature=youtu.be&amp;amp;t=31m54s]&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for some time. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job(except hiding job) while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; count as double to determine the min rebels on duty so 4 rebels on a particular job, two of them being faceless is enough to trigger the raid for that job. This means it&#039;s theoretically possible to trigger a raid with only 3 rebels if all of them are faceless.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Strength Transfer ==&lt;br /&gt;
&lt;br /&gt;
== Facilities ==&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it stops generating new missions. This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Haven Invasions will happen if Advent can get sufficiently high Advent Strength moved into an adjacent region. you can prevent invasion by doing first step of invasion(Supply Line Raid) on liberated region before the invasion.&lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Sentry_(LW2)&amp;diff=84657</id>
		<title>ADVENT Sentry (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Sentry_(LW2)&amp;diff=84657"/>
		<updated>2017-04-15T00:06:11Z</updated>

		<summary type="html">&lt;p&gt;Alketi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ADVENT Sentry&#039;&#039;&#039; is a trooper variant which has higher aim and specializes in overwatch skills. The medium tier version is called &#039;&#039;&#039;ADVENT Guardian&#039;&#039;&#039; and the later tier is designated as &#039;&#039;&#039;ADVENT Sentinel&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Unit Stat Box LW2&lt;br /&gt;
|name=Sentinel&lt;br /&gt;
|rank=3&lt;br /&gt;
|followerforcelevel=?&lt;br /&gt;
|leaderforcelevel=?&lt;br /&gt;
|picture=[[File:Advent_sentrymk3.png|256px]]&lt;br /&gt;
|armor=0/0/1/1&lt;br /&gt;
|hp=9/12/13/15&lt;br /&gt;
|mobility=12&lt;br /&gt;
|detection=21&lt;br /&gt;
|offense=70/70/75/75&lt;br /&gt;
|ap=0&lt;br /&gt;
|crit=10&lt;br /&gt;
|defense=10&lt;br /&gt;
|dodge=0&lt;br /&gt;
|will=80/85/85/85&lt;br /&gt;
|hackdef=175&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Box LW2&lt;br /&gt;
|name=Guardian&lt;br /&gt;
|rank=2&lt;br /&gt;
|followerforcelevel=?&lt;br /&gt;
|leaderforcelevel=?&lt;br /&gt;
|picture=[[File:Advent_sentrymk2.png|256px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=5/6/7/8&lt;br /&gt;
|mobility=12&lt;br /&gt;
|detection=18&lt;br /&gt;
|offense=70/70/75/75&lt;br /&gt;
|ap=0&lt;br /&gt;
|crit=0/10/10/10&lt;br /&gt;
|defense=5/10/10/10&lt;br /&gt;
|dodge=0&lt;br /&gt;
|will=60/65/65/65&lt;br /&gt;
|hackdef=125&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Box LW2&lt;br /&gt;
|name=Sentry&lt;br /&gt;
|rank=1&lt;br /&gt;
|followerforcelevel=?&lt;br /&gt;
|leaderforcelevel=?&lt;br /&gt;
|picture=[[File:Advent_sentry_better.png|256px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=3/4/4/5&lt;br /&gt;
|mobility=12&lt;br /&gt;
|detection=15&lt;br /&gt;
|offense=65/65/70/70	&lt;br /&gt;
|ap=0&lt;br /&gt;
|crit=0/0/10/10&lt;br /&gt;
|defense=0&lt;br /&gt;
|dodge=0&lt;br /&gt;
|will=40/45/45/45&lt;br /&gt;
|hackdef=125&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ ADVENT Sentry Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Required Rank&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:LW_AbilityReadyForAnything.png |38px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Enter overwatch after firing a standard shot with your primary weapon.&#039;&#039; || Sentry (Mk1)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Covering Fire (LW2)| b_name=1|b_descr=1}} || Sentry (Mk1)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Guardian (LW2)| b_name=1|b_descr=1}} || Guardian (Mk2)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Rapid Reaction (LW2)| b_name=1|b_descr=1}} || Sentinel (Mk3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Covering Fire does not appear to stack with Ready for Anything, so it only triggers when manually entering overwatch.&lt;br /&gt;
* Disorientated and other ability blocking debuffs will prevent Ready for Anything from activating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ ADVENT Sentry Potential [[Dark_Events_(LW2)|Tactical Dark Events]]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Effected Ranks !! Chance to Adopt While Active&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LW2)|b_name=1}} || All ranks ||16%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Combat Awareness (LW2)|b_name=1}} || All ranks || 100%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Grazing Fire (LW2)|b_name=1}} || Mk3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: ADVENT (LW2)]]&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Traverse_Fire_(LW2)&amp;diff=84378</id>
		<title>Template:Traverse Fire (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Traverse_Fire_(LW2)&amp;diff=84378"/>
		<updated>2017-04-02T16:48:51Z</updated>

		<summary type="html">&lt;p&gt;Alketi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- NOTICE TO EDITORS: For the sake of future maintainability, please do not remove parameters nor rearrange them. This will make it easier in future to update this template using a bot and regular expressions if necessary.&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;{{Ability_(LW2)&lt;br /&gt;
  | s_image   = LW_AbilityTraverseFire.png&lt;br /&gt;
  | s_caption = Traverse Fire&lt;br /&gt;
  | s_link    = &lt;br /&gt;
  | s_name    = Traverse Fire&lt;br /&gt;
  | s_descr   = After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.&lt;br /&gt;
  | s_id      = &lt;br /&gt;
  | s_templateName = Template:Traverse Fire (LW2)&lt;br /&gt;
  | b_name = {{{ b_name | {{Ability (LW2)/Constants | b_NAME }} }}}&lt;br /&gt;
  | b_descr = {{{ b_descr | {{Ability (LW2)/Constants | b_DESCR }} }}}&lt;br /&gt;
  | b_info = {{{ b_info | {{Ability (LW2)/Constants | b_INFO }} }}}&lt;br /&gt;
  | b_table = {{{ b_table | {{Ability (LW2)/Constants | b_TABLE }} }}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War 2)]]&lt;br /&gt;
[[Category: Templates (Long War 2)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Double_Tap_(LW2)&amp;diff=84358</id>
		<title>Template:Double Tap (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Double_Tap_(LW2)&amp;diff=84358"/>
		<updated>2017-03-29T07:12:29Z</updated>

		<summary type="html">&lt;p&gt;Alketi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- NOTICE TO EDITORS: For the sake of future maintainability, please do not remove parameters nor rearrange them. This will make it easier in future to update this template using a bot and regular expressions if necessary.&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;{{Ability_(LW2)&lt;br /&gt;
  | s_image   = LW_AbilityDoubleTap.png&lt;br /&gt;
  | s_caption = Double Tap&lt;br /&gt;
  | s_link    = &lt;br /&gt;
  | s_name    = Double Tap&lt;br /&gt;
  | s_descr   = Special shot: fire two shots with your primary weapon at the same target. Requires both actions. Second shot is at a -10 aim penalty.  2-turn cooldown.&lt;br /&gt;
  | s_id      = &lt;br /&gt;
  | s_templateName = Template:Double Tap (LW2)&lt;br /&gt;
  | b_name = {{{ b_name | {{Ability (LW2)/Constants | b_NAME }} }}}&lt;br /&gt;
  | b_descr = {{{ b_descr | {{Ability (LW2)/Constants | b_DESCR }} }}}&lt;br /&gt;
  | b_info = {{{ b_info | {{Ability (LW2)/Constants | b_INFO }} }}}&lt;br /&gt;
  | b_table = {{{ b_table | {{Ability (LW2)/Constants | b_TABLE }} }}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War 2)]]&lt;br /&gt;
[[Category: Templates (Long War 2)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Danger_Zone_(LW2)&amp;diff=84330</id>
		<title>Template:Danger Zone (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Danger_Zone_(LW2)&amp;diff=84330"/>
		<updated>2017-03-25T19:56:42Z</updated>

		<summary type="html">&lt;p&gt;Alketi: This ability only has a 5-tile radius after the 1.2 patch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- NOTICE TO EDITORS: For the sake of future maintainability, please do not remove parameters nor rearrange them. This will make it easier in future to update this template using a bot and regular expressions if necessary.&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;{{Ability_(LW2)&lt;br /&gt;
  | s_image   = LW_AbilityDangerZone.png&lt;br /&gt;
  | s_caption = Danger Zone&lt;br /&gt;
  | s_link    = &lt;br /&gt;
  | s_name    = Danger Zone&lt;br /&gt;
  | s_descr   = Area Suppression suppresses enemies in a 5-tile radius.&lt;br /&gt;
  | s_id      = &lt;br /&gt;
  | s_templateName = Template:Danger Zone (LW2)&lt;br /&gt;
  | b_name = {{{ b_name | {{Ability (LW2)/Constants | b_NAME }} }}}&lt;br /&gt;
  | b_descr = {{{ b_descr | {{Ability (LW2)/Constants | b_DESCR }} }}}&lt;br /&gt;
  | b_info = {{{ b_info | {{Ability (LW2)/Constants | b_INFO }} }}}&lt;br /&gt;
  | b_table = {{{ b_table | {{Ability (LW2)/Constants | b_TABLE }} }}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War 2)]]&lt;br /&gt;
[[Category: Templates (Long War 2)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Gunner_(LW2)&amp;diff=84180</id>
		<title>Talk:Gunner (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Gunner_(LW2)&amp;diff=84180"/>
		<updated>2017-03-04T16:26:29Z</updated>

		<summary type="html">&lt;p&gt;Alketi: Created page with &amp;quot;FYI -- Danger Zone has the wrong radius listed, post  patch 1.2.  Not sure how to edit the entry as it seems to be referencing something off-page for its description.  Danger ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FYI -- Danger Zone has the wrong radius listed, post  patch 1.2.  Not sure how to edit the entry as it seems to be referencing something off-page for its description.  Danger Zone currently has a FIVE tile radius, not six.&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=84054</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=84054"/>
		<updated>2017-02-25T08:04:55Z</updated>

		<summary type="html">&lt;p&gt;Alketi: /* Weapon Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
{{main|Assault Rifle (LW2)}}&lt;br /&gt;
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
{{main|Cannon (LW2)}}&lt;br /&gt;
Cannons can only be fielded by [[Gunner (LW2)|Gunner]] soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
{{Range (LW2)/LMG All}}&lt;br /&gt;
&lt;br /&gt;
=== Submachine Guns ===&lt;br /&gt;
{{main|SMG (LW2)}}&lt;br /&gt;
SMG-type weapons can be used by most classes. They do lower damage than assault rifles, have smaller clips and have more falloff at range, but increase mobility. They also slightly decrease infiltration time for the soldier carrying them.&lt;br /&gt;
&lt;br /&gt;
Using an SMG increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 20%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
{{main|Shotgun (LW2)}}&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-7    || +3          ||           ||        ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser     || 5-10   || +3          || +5        ||        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic  || 7-12   || +4          ||           ||        || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil      || 8-15   || +5          ||           || 1      || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma    || 9-16   || +8          ||           ||        || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
{{main|Sniper Rifle (LW2)}}&lt;br /&gt;
Sniper Rifles can only be fielded by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
{{Range (LW2)/Long Conventional}}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
{{main|Pistol (LW2)|Advanced Warfare Center (LW2)#Pistol Perks}}&lt;br /&gt;
The Pistol is now a utility slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
{{Pistols (LW2)}}&lt;br /&gt;
{{Pistols DLC 2 (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
== Special Weapons ==&lt;br /&gt;
Special weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is used by the [[Gunner (LW2)|Gunner]] class. While it is weaker than the [[Swords (LW2)|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.&lt;br /&gt;
{{Combat Knives (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is used by 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;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
{{Arc Throwers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===GREMLIN===&lt;br /&gt;
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{{GREMLINS (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The Grenade Launcher is used by the [[Grenadier (LW2)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Equipment (LW2)#Grenades|Grenades]] thrown by other classes.&lt;br /&gt;
{{Grenade Launchers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Holotargeter===&lt;br /&gt;
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{{Holotargeters (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Psi Amp===&lt;br /&gt;
The Psi Amp is used by the [[Psi Operative (LW2)|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{{Psi Amps (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-Off Shotgun ===&lt;br /&gt;
The Sawed-Off Shotgun is used by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, 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;
{{Sawed-Off Shotguns (LW2)}}&lt;br /&gt;
&lt;br /&gt;
{{Range (LW2)/Sawed Off}}&lt;br /&gt;
&lt;br /&gt;
=== Sword ===&lt;br /&gt;
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
{{Swords (LW2)}}&lt;br /&gt;
{{Swords DLC 2 (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Gauntlet ===&lt;br /&gt;
The Gauntlet is used by the [[Technical (LW2)|Technical]] class.&lt;br /&gt;
{{Gauntlets (LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can&#039;t equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (XCOM2)|Rocket Launcher]]&lt;br /&gt;
|Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamethrower (XCOM2)|Flamethrower]]&lt;br /&gt;
|Fires a short range cone that pierces low cover and can inflict Burning.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shredder Gun (XCOM2)|Shredder Gun]]&lt;br /&gt;
|Fires a large cone that does Shred 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO, check whether Tracer Rounds affects eStat_Offense --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Elite&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds bonus aim to reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds bonus aim to non-reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Grants the Steady Weapon ability (+X aim, +X crit on next shot) || +15 || +20 || +25   &lt;br /&gt;
|-&lt;br /&gt;
|Suppressor || Reduces Soldier&#039;s impact on infiltration time by (X), Reduces a Weapon&#039;s sound range by (Y) meters.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 15%, 3 || 20%, 5 || 25%, 8 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 2 Tiles, Advanced: 3.33 Tiles, Superior: 5.33 Tiles; in a straight line.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=83873</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=83873"/>
		<updated>2017-02-18T07:48:37Z</updated>

		<summary type="html">&lt;p&gt;Alketi: /* PDW (SMG) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
{{main|Assault Rifle (LW2)}}&lt;br /&gt;
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
{{main|Cannon (LW2)}}&lt;br /&gt;
Cannons can only be fielded by [[Gunner (LW2)|Gunner]] soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
=== Personal Defense Weapon (SMG) ===&lt;br /&gt;
{{main|PDW (LW2)}}&lt;br /&gt;
Personal Defense Weapons 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. Because of their light weight and controllability, they are popular with medics, engineers, drivers, artillery crews, signallers, and special forces.&lt;br /&gt;
&lt;br /&gt;
Using an PDW increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 20%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8-11   ||12   ||13   ||14&lt;br /&gt;
|            15   ||16   ||17   ||18   ||19   ||20   ||21   ||22  ||23  ||24   ||25   ||26   &lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || 20 || 18 || 15 || 12 || 9 || 6 || 3 || 0 || -3 || -6  ||-9&lt;br /&gt;
           || -12  || -15  || -18  || -20  || -30  || -40  || -50  || -60 || -70 || -80 || -90 || -100  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
{{main|Shotgun (LW2)}}&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-7    || +3          ||           ||        ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser     || 5-10   || +3          || +5        ||        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic  || 7-12   || +4          ||           ||        || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil      || 8-15   || +5          ||           || 1      || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma    || 9-16   || +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;
=== Sniper Rifle ===&lt;br /&gt;
{{main|Sniper Rifle (LW2)}}&lt;br /&gt;
Sniper Rifles can only be fielded by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
{{main|Pistol (LW2)|Advanced Warfare Center (LW2)#Pistol Perks}}&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
== Special Weapons ==&lt;br /&gt;
Special weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is used by the [[Gunner (LW2)|Gunner]] class. While it is weaker than the [[Swords (LW2)|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.&lt;br /&gt;
{{Combat Knives (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is used by 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;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
{{Arc Throwers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===GREMLIN===&lt;br /&gt;
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{{GREMLINS (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The Grenade Launcher is used by the [[Grenadier (LW2)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Grenades (LW2)| Grenades]] thrown by other classes.&lt;br /&gt;
{{Grenade Launchers (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Holotargeter===&lt;br /&gt;
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{{Holotargeters (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Psi Amp===&lt;br /&gt;
The Psi Amp is used by the [[Psi Operatives (|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{{Psi Amps (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-Off Shotgun ===&lt;br /&gt;
The Sawed-Off Shotgun is used by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, 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;
{{Sawed-Off Shotguns (LW2)}}&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 || 40 || 20 || 0 || -20 || -40 || -80 || -100 || -100 || MAX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sword ===&lt;br /&gt;
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
{{Swords (LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can&#039;t equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (XCOM2)|Rocket Launcher]]&lt;br /&gt;
|Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamethrower (XCOM2)|Flamethrower]]&lt;br /&gt;
|Fires a short range cone that pierces low cover and can inflict Burning.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shredder Gun (XCOM2)|Shredder Gun]]&lt;br /&gt;
|Fires a large cone that does Shred 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO, check whether Tracer Rounds affects eStat_Offense --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds bonus aim to reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds bonus aim to non-reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Grants the Steady Weapon ability (+X aim, +X crit on next shot) || +15 || +20 || +25   &lt;br /&gt;
|-&lt;br /&gt;
|Suppressor || Reduces Soldier&#039;s impact on infiltration time by (X), Reduces a Weapon&#039;s sound range by (Y) meters.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 15%, 3 || 20%, 5 || 25%, 8 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;(Assuming 1 Tile = 1.5 Meters) Basic Suppressor: 2 Tiles, Advanced: 3.33 Tiles, Superior: 5.33 Tiles; in a straight line.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=83426</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=83426"/>
		<updated>2017-02-17T06:08:53Z</updated>

		<summary type="html">&lt;p&gt;Alketi: /* PDW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
{{main|Assault Rifle (LW2)}}&lt;br /&gt;
Assault Rifles are the default primary weapon of most soldiers within modern militaries. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
{{main|Cannon (LW2)}}&lt;br /&gt;
Cannons can only be fielded by [[Gunner (LW2)|Gunner]] soldiers; automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
=== PDW (SMG) ===&lt;br /&gt;
{{main|PDW (LW2)}}&lt;br /&gt;
Personal Defense Weapons 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. Because of their light weight and controllability, they are popular with medics, engineers, drivers, artillery crews, signallers, and special forces.&lt;br /&gt;
&lt;br /&gt;
Using an PDW increases the soldier&#039;s Mobility by 3, and reduces enemy detection radius for that soldier by 20%.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2    ||3    ||4    ||5    ||6    ||7    ||8-11   ||12   ||13   ||14&lt;br /&gt;
|            15   ||16   ||17   ||18   ||19   ||20   ||21   ||22  ||23  ||24   ||25   ||26   &lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || 20 || 18 || 15 || 12 || 9 || 6 || 3 || 0 || -3 || -6  ||-9&lt;br /&gt;
           || -12  || -15  || -18  || -20  || -30  || -40  || -50  || -60 || -70 || -80 || -90 || -100  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shotgun ===&lt;br /&gt;
{{main|Shotgun (LW2)}}&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 4-7    || +3          ||           ||        ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser     || 5-10   || +3          || +5        ||        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic  || 7-12   || +4          ||           ||        || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil      || 8-15   || +5          ||           || 1      || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma    || 9-16   || +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;
=== Sniper Rifle ===&lt;br /&gt;
{{main|Sniper Rifle (LW2)}}&lt;br /&gt;
Sniper Rifles can only be fielded by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
{{main|Pistol (LW2)|Advanced Warfare Center (LW2)#Pistol Perks}}&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier      !! Damage !! Crit Damage !! Aim Bonus !! Pierce !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 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          ||           || 1      || 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;
== Special Weapons ==&lt;br /&gt;
Special Weapons require specific-training and are only available to Soldiers class.&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife are used only by the [[Gunner (LW2)|Gunner]]s. Whilst weaker than the Sword, this melee weapon is highly accurate and has a higher innate crit chance.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Crit Chance !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 2-4    || +3          || 20          || 20        ||        ||          || ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 3-8    || +5          || 25          || 25       || 10      || 1         || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower are used only by 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;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage (Mech. Only) !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic (Mk1) || 2-5    ||           || 5          ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic (Mk2) || 4-9    ||           || 5          || 25       || 1      || 3        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma (Mk3) || 7-12   ||           || 10         || 50       || 1      || 5        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gremlin===&lt;br /&gt;
The Gremlin are used only by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin (XCOM2)|Gremlin]] || - || 2 || 3-4 || 0 || +20 defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk II(XCOM2)|Gremlin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense || ADVENT Mech Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The Grenade Launcher are used only by the [[Grenadier (LW2)|Grenadier]] class. They give bonus damage, extended range and improved blast radius on top of that normally given by the launched grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Stock Grenade Launcher]] || 0 || +4 || +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Holotargeter===&lt;br /&gt;
The Holotargeter is used only by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier            !! Aim Bonus !! HiDef Holo Bonus !! Vital Point Targeting Bonus !! Multitargeting Radius !! Supplies !! Crystals !! Cores !! Special Items    !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic (Mk1) || +10 aim   || +10 crit         || +1 damage                   || 4 tiles               ||          ||          ||       ||                  ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic (Mk2)  || +15 aim   || +15 crit         || +1 damage                   || 5 tiles               || 30       ||  1       || 1     || ADVENT MEC Wreck || ADVENT MEC Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|Plasma (Mk3)    || +20 aim   || +20 crit         || +2 damage                   || 6 tiles               || 60       ||  3       || 1     || Andromedon Wreck || Andromedon Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Psi Amp===&lt;br /&gt;
The Psi Amp are used only by the [[Psi Operatives (|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-off Shotgun ===&lt;br /&gt;
The Sawed-off shotgun are used only by the [[Ranger (LW2)|Ranger]] class. It deals colossal damage at close range, 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; style=&amp;quot;text-align: center&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;
|Ballistic || 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;
{|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 || 40 || 20 || 0 || -20 || -40 || -80 || -100 || -100 || MAX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sword ===&lt;br /&gt;
The Sword are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Crit Chance !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-5    || +2          || 20          || 10 ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 5-9    || +3          || 25          || 15 || 30       || 2      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          || 30          || 20 || 60       || 3      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
Heavy weapons are carried by the Technical class and other soldiers in EXO suits. Technicals carry the Gauntlet, which has an integrated rocket launcher and flamethrower. Technicals in an EXO suit can&#039;t equip different heavy weapons, but can carry extra rockets and flamethrower fuel in its heavy weapon slot. Other soldiers can carry different heavy weapons, but not rocket launchers or flamethrowers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Rocket Launcher (XCOM2)|Rocket Launcher]]&lt;br /&gt;
|Deals high area damage, but can scatter based on aim, range and whether the soldier has moved this turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamethrower (XCOM2)|Flamethrower]]&lt;br /&gt;
|Fires a short range cone that pierces low cover and can inflict Burning.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shredder Gun (XCOM2)|Shredder Gun]]&lt;br /&gt;
|Fires a large cone that does Shred 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. Doable. On the other hand if they moved before firing, you want 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO, check whether Tracer Rounds affects eStat_Offense --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds bonus aim to reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds bonus aim to non-reaction fire  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Grants the Steady Weapon ability (+X aim, +X crit on next shot) || +15 || +20 || +25   &lt;br /&gt;
|-&lt;br /&gt;
|Suppressor || Reduces Soldier&#039;s impact on infiltration time || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=73752</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=73752"/>
		<updated>2017-01-24T02:40:54Z</updated>

		<summary type="html">&lt;p&gt;Alketi: Added stat progression&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;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&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;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sharpshooter_(LW2)&amp;diff=73750</id>
		<title>Sharpshooter (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sharpshooter_(LW2)&amp;diff=73750"/>
		<updated>2017-01-24T02:08:57Z</updated>

		<summary type="html">&lt;p&gt;Alketi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sharpshooter: Primary: Sniper Rifle; Secondary: Holotargeter&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Sharpshooter Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Squadsight&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
| {{Template: Death From Above (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Rapid Targeting&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;HD Holo&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Precision Shot&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Long Watch&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Phantom&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hit Where It Hurts&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Template: Center Mass (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Independent Tracking&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Template:Stealth (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&lt;br /&gt;
| {{Template: Aggression (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kubikuri&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Multitargeting&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Hunter&#039;s Instinct&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Tap&#039;&#039;&#039;&lt;br /&gt;
| {{Template: Alpha Mike Foxtrot (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;In The Zone&#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;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 || 4 || 3 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 3 || 3 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 4 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 2 || 28 || 6 || 0 || 0 || 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alketi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=73749</id>
		<title>Assault (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(LW2)&amp;diff=73749"/>
		<updated>2017-01-24T02:04:04Z</updated>

		<summary type="html">&lt;p&gt;Alketi: Edited spelling typo&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;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Assault Skills&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Run and Gun (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Stun (LW2)|text=1}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Raider&lt;br /&gt;
! &lt;br /&gt;
! Breacher&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Slug Shot&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Special shot for primary-weapon shotguns only: Fire a shot that pierces two armor and has no range penalty. Three turn cooldown.&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Electroshock&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Your arc thrower disorients the target when it misses.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each shot. Specifically: -100 to hit for the first shot, -80 for the second, -60 for the third, -40 for the fourth, and -20 for the fifth. Further reaction shots are at normal to-hit chances.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trench Gun&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Three-turn cooldown.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Arc Pulser&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Fire your Arc Thrower to incapacitate a target and damage mechanical enemies. Reduces enemy hack defense by 20. Can use every other turn.&#039;&#039;&lt;br /&gt;
| {{ Template:Close and Personal (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Activating Run &amp;amp; Gun grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
| {{ Template:Stun Gunner (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Fortify (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Run and Gun cooldown is reduced by one turn.&#039;&#039;&lt;br /&gt;
| {{ Template:Aggression (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Formidable (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. Hit and Run cannot be used after Run and Gun is activated. Bonus full actions from Serial and Death from Above will be awarded first.&#039;&#039;&lt;br /&gt;
| {{ Template:Rapid Fire (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Close Encounters (LW2)|text=1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Bring &#039;Em On (LW2)|text=1}}&lt;br /&gt;
| {{ Template:Close Combat Specialist (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Untouchable&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;If you score a kill during your turn, the next attack against you during the enemy turn will miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{ Template:Street Sweeper (LW2)|text=1}}&lt;br /&gt;
| &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Fire your Arc Thrower at every visible enemy who is capable of being stunned. Five-turn cooldown.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Lethal&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;You do two additional points of base damage with your primary weapon.&#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 || 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;
&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>Alketi</name></author>
	</entry>
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