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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=84316</id>
		<title>Technical (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technical_(LW2)&amp;diff=84316"/>
		<updated>2017-03-17T22:32:24Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Our Technicals are trained to use certain heavy weaponry, the rocket launcher and flamethrower, to provide critical &amp;quot;cover-busting&amp;quot; and &amp;quot;crowd control&amp;quot; support during firefights.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
;Primary: &lt;br /&gt;
&#039;&#039;[[Assault Rifle]](Default), [[SMG]] or [[Shotgun]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Secondary:&lt;br /&gt;
&#039;&#039;[[Gauntlet]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Technical class brings XCOM 2&#039;s midgame Rocket and Flamethrower heavy weapons (normally reserved for use on EXO or WAR suits) to a regular soldier&#039;s everyday use. Technicals are assets ready to bail you out of a bad situation or push through a tough stalemate like no-one else can. Spend their limited heavy weapons charges wisely at pivotal points in your missions, and their burning and blasting won’t let you down. Though similar in position-clearing capability to their fellow grenadiers, Technicals must get close (or accurate) in order to use their heavy weapons; thankfully, unlike Grenadiers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline soldiers.&lt;br /&gt;
&lt;br /&gt;
==Branches==&lt;br /&gt;
Technicals can boost the ammo counts of their rockets OR flamethrower by equipping EXO or WAR armor; rather than the usual heavy weapon option (Shredder gun), Technicals can choose from a bonus rocket or bonus flamethrower/roust charges. This doesn&#039;t penalize their mobility.&lt;br /&gt;
&lt;br /&gt;
Technical&#039;s are 10% more expensive for infiltration due to their decidedly non-civilian gear.&lt;br /&gt;
&lt;br /&gt;
;Left branch&lt;br /&gt;
&amp;quot;Rocketeer&amp;quot; type Technicals (Left branch) focus on the rocket launcher, expanding the soldier&#039;s capacity, rocket types, accuracy, and raw damage, though the ruins left in a rocket&#039;s wake make an unsuitable defensive position should XCOM need to occupy it.&lt;br /&gt;
&lt;br /&gt;
;Right branch&lt;br /&gt;
&amp;quot;Fireman&amp;quot; type Technicals (Right branch) overhauls the flamethrower, turning the Technical into the ultimate crowd controller with panic-inducing and specialized firesprays, though such operations demand high mobility and caution to execute, as high cover will disrupt flamethrower attacks.&lt;br /&gt;
&lt;br /&gt;
;Center branch&lt;br /&gt;
Like Long War 1&#039;s ancestral rocketeers, Technicals can also enjoy a variety of alternate perks (center branch) that make them capable riflemen; if the basic functions of the Gauntlet are all you need, a Technical specced in the center line makes an excellent rifleman with crowd-blasting options. If specializing in the Flamethrower, it is advised the soldier pack an SMG weapon, to ensure the best chance of achieving the flanks necessary for optimal flamethrower use.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1=&lt;br /&gt;
|Squaddie2={{Heavy Weapons (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3=&lt;br /&gt;
|Subclass1=Rocketeer&lt;br /&gt;
|Subclass2=Fireman&lt;br /&gt;
|LCorporal1={{Fire in the Hole (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Roust (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Napalm-X (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Concussion Rocket (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Burnout (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Tandem Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Phosphorus (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Javelin Rockets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Fire and Steel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Incinerator (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Quickburn (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Bunker Buster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Firestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 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      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 1&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_will3       = 0&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&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      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 1&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_will5       = 0&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 1 point of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=84315</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=84315"/>
		<updated>2017-03-17T22:27:54Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: as per the talk page, stick to in game terms.&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;
== Secondary Weapons ==&lt;br /&gt;
Secondary 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, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn&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;
|Blaster Launcher&lt;br /&gt;
|Replaces the Rocket Launcher for Technicals with Blaster Gauntlets.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shredder Gun (XCOM2)|Shredder Gun]]&lt;br /&gt;
|Fires a large cone.&lt;br /&gt;
|-&lt;br /&gt;
|Shredstorm Cannon&lt;br /&gt;
|Advanced Shredder Gun.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Blaster&lt;br /&gt;
|Fires a beam in a straight line, penetrating walls, cover and armor.&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>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LW2)&amp;diff=84314</id>
		<title>Soldiers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LW2)&amp;diff=84314"/>
		<updated>2017-03-17T22:19:21Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: linking to the MOS seems out of place. Also the base game didn&amp;#039;t have 9 classes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Military occupation specialties==&lt;br /&gt;
Soldiers are divided into nine classes.&lt;br /&gt;
:[[File:UIPerk runandgun.png|20px]] [[Assault_(LW2)|Assault]]&lt;br /&gt;
:[[File:UIPerk grenade launcher.png|20px]] [[Grenadier_(LW2)|Grenadier]]&lt;br /&gt;
:[[File:LW AreaSuppression.png|20px]] [[Gunner_(LW2)|Gunner]]&lt;br /&gt;
:[[File:LW AbilityLightEmUp.png|20px]] [[Ranger_(LW2)|Ranger]]&lt;br /&gt;
:[[File:UIPerk squadsight.png|20px]] [[Sharpshooter_(LW2)|Sharpshooter]]&lt;br /&gt;
:[[File:UIPerk phantom.png|20px]] [[Shinobi_(LW2)|Shinobi]]&lt;br /&gt;
:[[File:UIPerk hack.png|20px]] [[Specialist_(LW2)|Specialist]]&lt;br /&gt;
:[[File:LW AbilityHeavyArmaments.png|20px]] [[Technical_(LW2)|Technical]]&lt;br /&gt;
&lt;br /&gt;
:[[File:XCOM2 psirank initiate.png|20px]] [[Psi_Operative_(LW2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
In Long War 2, experience for soldiers is primarily earned by mission completion rather than getting kills. The XP awarded at the end of a mission is based on the number of aliens on the mission. Mission XP is divided equally among soldiers returning to base, with a cap of 33% of the total experience awarded to each soldier. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people. Note that the 33% limit only applies to squads with one or two soldiers, effectively treating such squads as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted.&lt;br /&gt;
&lt;br /&gt;
== Rookie Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Stat&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Difficulty&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Created Equally&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Not Created Equally&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | SPARK&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| Veteran +&lt;br /&gt;
| Min&lt;br /&gt;
| Max&lt;br /&gt;
|-&lt;br /&gt;
! Aim &lt;br /&gt;
| +5 || - || 65 || 55 || 75 || 65&lt;br /&gt;
|-&lt;br /&gt;
! Defense &lt;br /&gt;
| +0 || - || 0 || -10|| 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
! Dodge&lt;br /&gt;
| +0 || - || 5 || -10 || 15 || 5&lt;br /&gt;
|-&lt;br /&gt;
! Will&lt;br /&gt;
| +5 || - || 25 || 10 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
! Hacking&lt;br /&gt;
| +0 || - || 5 || 1 || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| +1 || - || 4 || 3 || 7 || 12&lt;br /&gt;
|-&lt;br /&gt;
! Mobility&lt;br /&gt;
| +0 || - || 15 || 13 || 18 || 12&lt;br /&gt;
|-&lt;br /&gt;
! Psi Offense&lt;br /&gt;
| +0 || -|| 20 || 2 || 38 || -&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|  ||  ||  ||  ||  || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Defense and Dodge influence your chance to be hit. Having negatives in this area will result in the soldier being an easier target.&lt;br /&gt;
&lt;br /&gt;
The Mobility stat represents how far you can move with ONE action, and the labeled score represents meters traveled, not tiles, with 1 meter is equal to .67 tiles. As a result, you will need 2 mobility to be guaranteed a extra tile per action for movement. Remember that soldiers have 3 utility slots and each equipped item reduces mobility by 1, so the SPARK is as fast as a fully equipped default soldier.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high aim might have low defense or health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. Dodge, Will, Hacking and Psi Offense are all worth 1 point; Defense is worth 1.5 points; Offense is worth 3 points; Health and Mobility are worth 12 points. The total of &amp;quot;points&amp;quot; a soldier has on all of his stats is 478. This information can be used to determine the psi offense of rookies prior to building the Psi Lab in order to save high psi offense troopers as future psi operatives.&lt;br /&gt;
&lt;br /&gt;
==Stats by Class==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Total Stats Gained&lt;br /&gt;
! Stat !! Assault !! Grenadier !! Gunner !! Ranger !! Sharpshooter !! Shinobi !! Specialist !! Technical !! Psi Operative !! Notes&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 4 || 4 || 3 || 3 || 2 || 2 || 3 || 2 || 2&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; | Health-gain ranks are LC/Sgt/TSgt/MSgt, LC/SSgt/MSgt, or Sgt/MSgt&lt;br /&gt;
|-&lt;br /&gt;
! Aim &lt;br /&gt;
| 16 || 16 || 20 || 20 || 28 || 16 || 16 || 16 || 12&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Will&lt;br /&gt;
| 10 || 8 || 8 || 8 || 6 || 8 || 10 || 8 || 4*&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; | Half of total will is gained at squaddie, the other half at lance corporal.&lt;br /&gt;
|-&lt;br /&gt;
! Hacking&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 40 || 75 || 0 || 0 &lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; | Specialists gain 40 hacking at squaddie, then 5 per rank.&lt;br /&gt;
|-&lt;br /&gt;
! Dodge&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 10 || 0 || 0 || 0 &lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless noted otherwise, stats are gained evenly across the 8 ranks.&lt;br /&gt;
&lt;br /&gt;
Psi operatives gain 30 psi offense at squaddie, and a total of 22 more as they level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Based on the [[Psi_Operative_(LW2)|Psi Operative]] page&#039;s stats table. That table might have some columns switched.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=84172</id>
		<title>Specialist (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=84172"/>
		<updated>2017-03-03T17:09:21Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: /* Perk Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gremlin&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding a optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Aid Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Hack (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Medic&lt;br /&gt;
|Subclass2=Hacker&lt;br /&gt;
|LCorporal1={{Medical Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Revival Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Interference (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Airdrop (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Field Surgeon (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Failsafe (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Savior (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Trojan (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Scanning Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Threat Assessment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Restoration (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Full Override (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 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       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 40&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&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      = 0&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&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      = 0&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&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;
* Due to a current bug, in order to keep a mec from a Full Override hack, the mission must be one where you can keep corpses. Verify?&lt;br /&gt;
* Once you have researched plasma grenades, airdrop will begin dropping them instead of frag grenades.&lt;br /&gt;
* Haywire Protocol/Full Override:&lt;br /&gt;
** A control-hacked turret has its Action Points available starting on the current turn.&lt;br /&gt;
** A control-hacked MEC (that is not a turret) will have its Action Points available starting on the following turn.&lt;br /&gt;
* Trojan does not apply to hacks via Squadsight. (this bug [http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=21&amp;amp;t=24610#p36421 will probably be fixed with 1.3])&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84171</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84171"/>
		<updated>2017-03-03T16:50:52Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &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 ==&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={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Cutthroat (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={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Infighter (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={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Blademaster (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={{Evasive (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={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Coup de Grace (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={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Serial (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={{Reaper (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 25%. 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 5%.&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their turn, this can lead to big hits using an officer with command. If the shinobi has to run through fire on their Fleche path, they will not finish the attack before starting to burn (even though the animation plays out).&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;
* Lone Wolf does not trigger while Aid Protocol is applied to the Shinobi because the Gremlin is within 7 tiles distance. (this bug will be fixed in 1.3)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84170</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84170"/>
		<updated>2017-03-03T13:51:18Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: /* Perk 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 ==&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={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Cutthroat (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={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Infighter (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={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Blademaster (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={{Evasive (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={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Coup de Grace (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={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Serial (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={{Reaper (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 25%. 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 5%.&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their turn, this can lead to big hits using an officer with command. If the shinobi has to run through fire on their Fleche path, they will not finish the attack before starting to burn (even though the animation plays out).&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;
* Lone Wolf does not trigger while Aid Protocol is applied to the Shinobi because the Gremlin is within 7 tiles distance. (possibly a bug)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84057</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=84057"/>
		<updated>2017-02-25T13:25:47Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: /* Perk 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 ==&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={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Cutthroat (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={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Infighter (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={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Blademaster (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={{Evasive (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={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Coup de Grace (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={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Serial (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={{Reaper (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 25%. 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 5%.&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their turn, this can lead to big hits using an officer with command. If the shinobi has to run through fire on their Fleche path, they will not finish the attack before starting to burn (even though the animation plays out).&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;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=84056</id>
		<title>Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=84056"/>
		<updated>2017-02-25T12:40:26Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Ranger is the master of the rifle and may be trained to use it in offensive and defensive capacities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun&lt;br /&gt;
&lt;br /&gt;
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infantry&amp;quot; type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Defender&amp;quot; type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can&#039;t be reloaded.&lt;br /&gt;
&lt;br /&gt;
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital &amp;quot;Tactical Sense&amp;quot; perk, to help protect your Leader investment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Point Blank (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Both Barrels (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Light &#039;Em Up (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Infantry&lt;br /&gt;
|Subclass2=Defender&lt;br /&gt;
|LCorporal1={{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Pump Action (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Executioner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Rapid Reaction (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 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    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 3&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&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      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&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      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 3&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 2 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Covering Fire reaction shots against enemies in cover will respect that cover in to-hit calculations.&lt;br /&gt;
* Rapid Reaction does not trigger on reaction shots from using Suppression.&lt;br /&gt;
* Rapid Reaction triggers on a graze.&lt;br /&gt;
* Locked On works with reaction fire shots.&lt;br /&gt;
* Ever Vigilant is canceled by free actions, including Open/Close Door and Free Reload.&lt;br /&gt;
* Ever Vigilant is canceled by loot pickups.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=83974</id>
		<title>Specialist (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(LW2)&amp;diff=83974"/>
		<updated>2017-02-20T17:17:41Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Primary: Rifle(default), SMG or Shotgun; Secondary: Gremlin&lt;br /&gt;
&lt;br /&gt;
Specialists in Long War 2 are largely similar to XCOM 2&#039;s Specialist class, with several exceptions. Haywire Protocol is available for all Specialists from the start, allowing you to build out medical specialists while still putting their Hack stat to use. Combat Hackers gain more options and failsafes to allow them to hack and control foes while managing the consequences of success and failure in XCOM&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medic&amp;quot; type Specialists (Left branch) employ their Gremlin drones to triage allies remotely and efficiently (even beyond the Specialist&#039;s line of sight), helping keep the squad in fighting shape even as injuries and negative status effects mount, but are merely average in combat when you aren&#039;t constantly tasking their Gremlins.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hacker&amp;quot; type Specialists (Right branch) aggressively engage enemies with their drones, dealing guaranteed damage and fielding a optimized, safe Haywire Protocol to turn the enemy&#039;s heaviest weapons against them, but can leave the squad lacking in medical options if you do not field many medkits elsewhere in the unit.&lt;br /&gt;
&lt;br /&gt;
Specialists can also improve their direct combat capabilities (particularly overwatch fire) via center branch perks, and these can be mixed in with the other branches depending on squad needs. Specialists also make great officer candidates, as they already tend to act in direct support of their squadmates.&lt;br /&gt;
&lt;br /&gt;
Lastly, as with XCOM 2, including one specialist of any rank in a squad is vital if the mission objective entails hacking a container, door, or other electronic node, allowing you to complete your mission objective from sight range rather than melee range, and even if the rest of your squad is bogged down in a firefight.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Aid Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Haywire Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Hack (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Medic&lt;br /&gt;
|Subclass2=Hacker&lt;br /&gt;
|LCorporal1={{Medical Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Combat Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Revival Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Interference (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Airdrop (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Field Surgeon (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Failsafe (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Savior (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Trojan (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Scanning Protocol (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Threat Assessment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Restoration (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Full Override (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Capacitor Discharge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 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       = 5&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 40&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 5&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 5&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&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      = 0&lt;br /&gt;
| i_hacking3    = 5&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&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      = 0&lt;br /&gt;
| i_hacking5    = 5&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 5&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&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;
* Due to a current bug, in order to keep a mec from a Full Override hack, the mission must be one where you can keep corpses. Verify?&lt;br /&gt;
* Once you have researched plasma grenades, airdrop will begin dropping them instead of frag grenades.&lt;br /&gt;
* Haywire Protocol/Full Override:&lt;br /&gt;
** A control-hacked turret has its Action Points available starting on the current turn.&lt;br /&gt;
** A control-hacked MEC (that is not a turret) will have its Action Points available starting on the following turn.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=83924</id>
		<title>Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(LW2)&amp;diff=83924"/>
		<updated>2017-02-19T15:14:20Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Ranger is the master of the rifle and may be trained to use it in offensive and defensive capacities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranger: Primary: Rifle(default), SMG or Shotgun; Secondary: Sawed-off Shotgun&lt;br /&gt;
&lt;br /&gt;
The Ranger class is focused towards operating at medium range with guns (and is quite unlike the vanilla Ranger class, which has been split in to the [[Shinobi (LW2)|Shinobi]] and [[Assault (LW2)|Assault]] classes). Their signature ability is to be able to take standard shots without ending turn, allowing them to fire twice per turn baseline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infantry&amp;quot; type Rangers (Left branch) focus on raw damage output with their rifle, pumping out accurate directed fire to secure kills and set up kills for their allies, but are less effective at responding to enemy actions on their turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Defender&amp;quot; type Rangers (Right branch) master overwatch fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch with directed fire, and can be shut down by enemies packing Shadowstep or Lightning Reflexes.&lt;br /&gt;
&lt;br /&gt;
Rather than a melee weapon, Rangers carry a Sawed-off shotgun as their secondary weapon. This weapon is capable of huge amounts of damage at point blank range, but has a fixed two shots and can&#039;t be reloaded.&lt;br /&gt;
&lt;br /&gt;
Due to their front/midline nature and tendency to seek out high quality cover front and center of an enemy force, with supporting allies close behind and assaulting allies ahead and to the sides, Rangers make excellent Officer candidates. The center branch has myriad options for defense, including the vital &amp;quot;Tactical Sense&amp;quot; perk, to help protect your Leader investment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)&lt;br /&gt;
|Squaddie1={{Point Blank (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie2={{Both Barrels (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Squaddie3={{Light &#039;Em Up (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Infantry&lt;br /&gt;
|Subclass2=Defender&lt;br /&gt;
|LCorporal1={{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal2={{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|LCorporal3={{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal1={{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal2={{Pump Action (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Corporal3={{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant1={{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Sergeant3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt1={{Executioner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt2={{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|StaffSgt3={{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt1={{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt2={{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|TechSgt3={{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt1={{Rapid Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt2={{Tactical Sense (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|GunSgt3={{Rapid Reaction (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt1={{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt2={{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|MSgt3={{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 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    = 3&lt;br /&gt;
| i_will0       = 4&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 0&lt;br /&gt;
| i_health1     = 1&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_will1       = 4&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 3&lt;br /&gt;
| i_will2       = 0&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&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      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 1&lt;br /&gt;
| i_offense4    = 3&lt;br /&gt;
| i_will4       = 0&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&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      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 3&lt;br /&gt;
| i_will6       = 0&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 1&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_will7       = 0&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 2 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Rapid Reaction does not proc on reaction shots from using Suppression.&lt;br /&gt;
* Covering Fire reaction shots against enemies in cover will respect that cover in to-hit calculations.&lt;br /&gt;
* Rapid Reaction triggers on a graze.&lt;br /&gt;
* Locked On works with reaction fire shots.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Ranger_(LW2)&amp;diff=83923</id>
		<title>Talk:Ranger (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Ranger_(LW2)&amp;diff=83923"/>
		<updated>2017-02-19T15:06:31Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: Created page with &amp;quot;=== Covering Fire === &amp;quot;Overwatch shots can now be &amp;#039;&amp;#039;&amp;#039;triggered by any enemy action&amp;#039;&amp;#039;&amp;#039;, not just movement.&amp;quot; This doesn&amp;#039;t seem to be true. Since drones don&amp;#039;t trigger it with any...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Covering Fire ===&lt;br /&gt;
&amp;quot;Overwatch shots can now be &#039;&#039;&#039;triggered by any enemy action&#039;&#039;&#039;, not just movement.&amp;quot; This doesn&#039;t seem to be true. Since drones don&#039;t trigger it with anything they do aside from movement. Venom spitting doesn&#039;t seem to trigger it either (though they might have had shadowstep). Couldn&#039;t make it trigger on MEC&#039;s Micro Missiles and Shieldbearer&#039;s shield being cast either. Is this just busted on my end or anyone else experiencing it? -- [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 15:06, 19 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=83428</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=83428"/>
		<updated>2017-02-17T09:28:02Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: /* 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;
{|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 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>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(LW2)&amp;diff=83427</id>
		<title>Talk:Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(LW2)&amp;diff=83427"/>
		<updated>2017-02-17T09:15:02Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should the Gremlin, Holo-targeter, and Gauntlet be on this page?  I feel like they should, since they are in that secondary weapon slot.  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 23:34, 3 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
The Suppressor also reduces the sound radius of the weapon. --[[User:Yenreb|Yenreb]] ([[User talk:Yenreb|talk]]) 16:17, 15 February 2017 (UTC)&lt;br /&gt;
:Looks like they do indeed. &amp;lt;BASIC/ADVANCED/SUPERIOR&amp;gt;_SUPPRESSOR_SOUND_REDUCTION_METERS=&amp;lt;3/5/8&amp;gt; in XComGameData_WeaponData.ini -- [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 09:15, 17 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
Why are we calling it a PDW now? -- [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 09:15, 17 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=83412</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=83412"/>
		<updated>2017-02-16T19:56:10Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: /* Perk 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;
* 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;
&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;
&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;
&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 even sometimes shotguns) are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&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={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Cutthroat (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={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Infighter (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={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Blademaster (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={{Evasive (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={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Coup de Grace (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={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Serial (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={{Reaper (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 25%.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 5%&lt;br /&gt;
* Fleche calculates damage based on where the soldier started their turn, this can lead to big hits using an officer with command.&lt;br /&gt;
* If the shinobi has to run through fire on their Fleche path, they will not finish the attack before starting to burn. (even though the animation plays out)&lt;br /&gt;
* Bladestorm can trigger a Muton&#039;s Counter Attack.&lt;br /&gt;
* Shadowstep does not protect from a Muton&#039;s Counter Attack.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sharpshooter_(LW2)&amp;diff=83409</id>
		<title>Talk:Sharpshooter (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sharpshooter_(LW2)&amp;diff=83409"/>
		<updated>2017-02-16T18:09:44Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aggression ability requires a review, it has conflicting information on whether Squadsight is granting a bonus or not.&lt;br /&gt;
:Just checked. According to the Shot preview of the in game HUD it does work with Squadsight in version 1.1. Made the edit. - [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 13:59, 15 February 2017 (UTC)&lt;br /&gt;
::I removed that second sentence, the description field is suppose to be a direct copy of the ingame description box.  The info about it working with squadsight is already part of the additional info box which is also a direct copy from the ingame&#039;s popupinfo. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 08:06, 16 February 2017 (UTC)&lt;br /&gt;
:::So if all those things are just supposed to be copies from the game files which are often kept deliberately vague so as to not incur too much localization overhead on the part of the devs, where are we supposed to put clarifying information about the aspects of the game? - [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 15:14, 16 February 2017 (UTC)&lt;br /&gt;
::::Just add a new section called &#039;Tips&#039; (if they&#039;re related to how to play) or &#039;Notes&#039; if you&#039;re expanding upon the info provided ingame. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:41, 16 February 2017 (UTC)&lt;br /&gt;
:::::Tvol and I have been going back and forth on a new data table system for all things(perks, items, enemies, etc.) which we are waiting for a backend wiki tweak from an admin to pull the plug on.  We can add a Notes section to allow extra info that is not spelled out fully ingame. Though so far the ingame text is quite specific, at least more so then vanilla was/is. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 16:07, 16 February 2017 (UTC)&lt;br /&gt;
::::::I find the information provided in game very lacking. Perks might not be as bad as other parts but they can still use clearing up. &amp;quot;significantly reduced&amp;quot;, &amp;quot;little to no damage&amp;quot;, &amp;quot;likely to counter attack&amp;quot; or the &amp;quot;many/most cover objects&amp;quot; from the sapper line of grenade perks are not the most helpful bits of information. Then there is Serial which actually dynamically changes the Weapon it is talking about based on which one is equipped at the time. (Which I *just* realized and which confused me a lot actually, thinking &amp;quot;the version for shinobi&amp;quot; - that didn&#039;t exist - to be incorrectly stating SMGs as the only weapon to work on. lol). So I think any new procedure to make clarifications and corrections more visible can only be a good thing. -- [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 18:09, 16 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sharpshooter_(LW2)&amp;diff=83397</id>
		<title>Talk:Sharpshooter (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sharpshooter_(LW2)&amp;diff=83397"/>
		<updated>2017-02-16T15:14:50Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aggression ability requires a review, it has conflicting information on whether Squadsight is granting a bonus or not.&lt;br /&gt;
:Just checked. According to the Shot preview of the in game HUD it does work with Squadsight in version 1.1. Made the edit. - [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 13:59, 15 February 2017 (UTC)&lt;br /&gt;
::I removed that second sentence, the description field is suppose to be a direct copy of the ingame description box.  The info about it working with squadsight is already part of the additional info box which is also a direct copy from the ingame&#039;s popupinfo. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 08:06, 16 February 2017 (UTC)&lt;br /&gt;
:::So if all those things are just supposed to be copies from the game files which are often kept deliberately vague so as to not incur too much localization overhead on the part of the devs, where are we supposed to put clarifying information about the aspects of the game? - [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 15:14, 16 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sharpshooter_(LW2)&amp;diff=83396</id>
		<title>Talk:Sharpshooter (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sharpshooter_(LW2)&amp;diff=83396"/>
		<updated>2017-02-16T15:14:35Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aggression ability requires a review, it has conflicting information on whether Squadsight is granting a bonus or not.&lt;br /&gt;
:Just checked. According to the Shot preview of the in game HUD it does work with Squadsight in version 1.1. Made the edit. - [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 13:59, 15 February 2017 (UTC)&lt;br /&gt;
::I removed that second sentence, the description field is suppose to be a direct copy of the ingame description box.  The info about it working with squadsight is already part of the additional info box which is also a direct copy from the ingame&#039;s popupinfo. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 08:06, 16 February 2017 (UTC)&lt;br /&gt;
:::So if all those things are just supposed to be copies from the game files which are often kept deliberately vague so as to not incur too much localization overhead on the part of the devs, where are we supposed to put clarifying information about the aspects of the game?&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sharpshooter_(LW2)&amp;diff=83365</id>
		<title>Talk:Sharpshooter (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sharpshooter_(LW2)&amp;diff=83365"/>
		<updated>2017-02-15T13:59:11Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aggression ability requires a review, it has conflicting information on whether Squadsight is granting a bonus or not.&lt;br /&gt;
&lt;br /&gt;
:Just checked. According to the Shot preview of the in game HUD it does work with Squadsight in version 1.1. Made the edit. - [[User:DashingRookie|DashingRookie]] ([[User talk:DashingRookie|talk]]) 13:59, 15 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Aggression_(LW2)&amp;diff=83363</id>
		<title>Template:Aggression (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Aggression_(LW2)&amp;diff=83363"/>
		<updated>2017-02-15T13:46:30Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &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_AbilityAggression.png&lt;br /&gt;
  | s_caption = Aggression&lt;br /&gt;
  | s_link    = &lt;br /&gt;
  | s_name    = Aggression&lt;br /&gt;
  | s_descr   = Gain +5 critical chance for each enemy you can see, up to a maximum of 30. Does include enemies in Squadsight range.&lt;br /&gt;
  | s_id      = &lt;br /&gt;
  | s_templateName = Template:Aggression (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;
[[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>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Serial_(LW2)/Info&amp;diff=83354</id>
		<title>Template:Serial (LW2)/Info</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Serial_(LW2)/Info&amp;diff=83354"/>
		<updated>2017-02-15T12:54:19Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Serial is meant to chain enemy kills in a single action, as every kill is essentially free.&lt;br /&gt;
* Serial requires both Action Points to activate. (but does not consume any points on its own)&lt;br /&gt;
* The Action Point refunding is triggered on scoring a kill with the primary weapon.&lt;br /&gt;
* Only refunds Action Points spent on taking the shot. (E.g. 2 AP for Squadsight Snipers, 1 AP for Snapshot Snipers or Shinobi)&lt;br /&gt;
* Serial has a 6 turn cooldown.&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Serial_(LW2)/Info&amp;diff=83348</id>
		<title>Template:Serial (LW2)/Info</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Serial_(LW2)/Info&amp;diff=83348"/>
		<updated>2017-02-15T12:17:39Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Serial is meant to chain enemy kills in a single action, as every kill is essentially free.&lt;br /&gt;
* Serial requires both Action Points to activate. (but does not consume any points on its own)&lt;br /&gt;
* Serial refunds 1 Action Point after scoring a kill with the primary weapon.&lt;br /&gt;
* Serial has a 6 turn cooldown.&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:CombatSims_(LW2)&amp;diff=82218</id>
		<title>Template:CombatSims (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:CombatSims_(LW2)&amp;diff=82218"/>
		<updated>2017-02-10T13:34:41Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Values inside ( ) are after GTS Project&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Icon !! Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_dodge.png|32px]] || Agility || +Dodge || 10 - 15 || 15 - 20 || 20 - 25&lt;br /&gt;
|-&lt;br /&gt;
|  || Conditioning || +Health || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_defense.png|32px]] || Defense || +Defense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|-&lt;br /&gt;
|  || Focus&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || +Will || 10 - 15 || 15 - 20 || 20 - 25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_firecontrol.png|32px]] || Fire Control || Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_hacking.png|32px]] ||Hacking || +Hacking || 5 - 7 || 8 - 11 || 12 - 15&lt;br /&gt;
|-&lt;br /&gt;
|  || Perception || +Aim || 3 - 4 || 5 - 6 || 7 - 8&lt;br /&gt;
|-&lt;br /&gt;
|  || Psi || +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|- &lt;br /&gt;
|  || Speed || +Mobility || 1 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; tier 1 and tier 2 are actually the same (10 - 15) in the table of version 1.1, should be fixed in upcoming 1.2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Icon !! Personal Combat Sim !! Effect&lt;br /&gt;
|- &amp;lt;!-- Absorption Fields is the internal name for Impact Fields --&amp;gt;&lt;br /&gt;
| [[File:LW_implants_impactfield.png|32px]] || Impact Fields || Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown (including the turn in which it was activated). Uses one action and doesn&#039;t automatically end your turn. Armor-Piercing weapons do not mitigate this effect.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_bodyshield.png|32px]] || Body Shield || A targeted enemy receives -20 aim and -50 critical chance against the soldier.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_threatassessment.png|32px]] || Combat Awareness || Gain 15 defense and an armor point when in overwatch.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_combatrush.png|32px]] || Combat Rush || Combat Rush triggers when you kill an enemy unit and provides allies within seven tiles +10 aim, +10 critical chance and +1 mobility. The effect lasts until the end of the following turn after the kill. It can only trigger every five turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_damagecontrol.png|32px]] || Damage Control || Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn. Taking multiple hits on successive turns extends the timer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_depthperception.png|32px]] || Depth Perception || Gain 5 aim and reduce enemies&#039; dodge by 25 when at a higher elevation than your target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_emergencylifesupport.png|32px]] || Emergency Life Support || Emergency Life Support make the first check for bleeding out each mission an automatic success. Adds two turns to the bleedout timer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_hyperreactivepupils.png|32px]] || Hyper-Reactive Pupils || Gain +10 aim for your next shot with your primary weapon after a miss. Bonus applies until the next time you hit a target or the mission ends. Area-of-Effect-based shots do not induce the bonus.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_ironskin.png|32px]] || Iron Skin || Incoming melee damage is reduced by 3.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_smartmacrophages.png|32px]] || Smart Macrophages || The number of hit points you lost during a battle, which is used to calculate time out wounded, is reduced by one. You are immune to poison and acid.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Ammunition_(LW2)&amp;diff=82192</id>
		<title>Template:Ammunition (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Ammunition_(LW2)&amp;diff=82192"/>
		<updated>2017-02-09T21:26:41Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !!Build Cost!! Prerequisites&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Redscreen Rounds || +5 damage against robotic enemies and disables shields||???|| (PG)&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 2 points of armor for this soldier ||???|| ???&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +5 Aim ||???|| ???&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning ||???|| (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage||???|| (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  ||???|| (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82191</id>
		<title>Equipment (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82191"/>
		<updated>2017-02-09T21:23:35Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: /* Plating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
These items grant Ablative Armor. Hitpoints granted by Ablative Armor once lost, can not be healed during a mission. Losing these extra Hitpoints does not count towards taking a wound and does not incur recovery time after the battle. A unit can equip only one Plating at a time, but in addition to a Vest.&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
{{CombatSims_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82190</id>
		<title>Template:Grenades (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82190"/>
		<updated>2017-02-09T21:03:21Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 !! Damage !! Range !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements !! Supplies !! Alloys !! Elerium Cores !! Elerium Crystals !! Other !! Sell Cost&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || 2-5 || 10 || 9 || 3 || 1 || yes || - ||  none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 4-8 || 10 || 9 || 3 || 2 || yes || - || Plasma Grenade || 10 || 1 || 1 || 0 || - || 5&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || || 12 || || 6 || || no || Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities || none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || 1-2 || 10 || || 4 || || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || GasGrenadeProject || 10 || 1 || 1 || 0 || Viper Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gas Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2-3 || 10 || || 5 || || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || GasBombProject || 20 || 1 || 1 || 2 || 2 Viper Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || 4-9 || 10 || || 1 || || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, burning units can only move and basic melee attack) || IncendiaryGrenadeProject || 10 || 1 || 1 || 0 || Officer Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 4-9 || 10 || || 2 || || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, burning units can only move and basic melee attack) || IncendiaryBombProject || 20 || 1 || 1 || 2 || 2 Officer Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|Acid Grenade || 1-3 || 10 || || 1 || 3 || no || Creates acid pools, damaging enemies(, destroying terrain??) and doing damage over time || AcidGrenadeProject || 10 || 1 || 1 || 0 || Archon Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Acid Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 1-4 || 10 || || 3 || 4 || no || Creates acid pools, damaging enemies(, destroying terrain??) and doing damage over time || AcidBombProject || 20 || 1 || 1 || 2 || 2 Archon Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|EMP Grenade || 3-7 || 12 || || 3 || || no || Only damages mechanical enemies (and shields??)(, can disorient mechanical enemies??) || EMPGrenadeProject || 10 || 1 || 1 || 0 || Drone Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|EMP Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-11 || 12 || || 3 || || no || Only damages mechanical enemies (and shields??)(, can disorient mechanical enemies??) || EMPBombProject || 20 || 1 || 1 || 2 || Advent MEC Corpse || 15&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || || 15 || || 5 || || no || Grants +25 Defense to units in cloud. Smoke negates flanking bonus || none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || 15 || || 6 || || no || Grants +25 Defense to units in cloud. Smoke negates flanking bonus || SmokeBombProject || 10 || 0 || 0 || 0 || - || 10 &lt;br /&gt;
|-&lt;br /&gt;
|Proximity Mine || 4-9 || 14 || ?? || 3 || 1 || yes || Explodes when an enemy is within the blast radius. (might require actual movement of said enemy?) ||  || || || || || ||&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; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82189</id>
		<title>Template:Grenades (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82189"/>
		<updated>2017-02-09T20:48:51Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 !! Damage !! Range !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements !! Supplies !! Alloys !! Elerium Cores !! Elerium Crystals !! Other !! Sell Cost&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || 2-5 || 10 || 9 || 3 || 1 || yes || - ||  none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 4-8 || 10 || 9 || 3 || 2 || yes || - || Plasma Grenade || 10 || 1 || 1 || 0 || - || 5&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || || 12 || || 6 || || no || Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities || none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || 1-2 || 10 || || 4 || || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || GasGrenadeProject || 10 || 1 || 1 || 0 || Viper Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gas Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2-3 || 10 || || 5 || || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || GasBombProject || 20 || 1 || 1 || 2 || 2 Viper Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || 4-9 || 10 || || 1 || || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, burning units can only move and basic melee attack) || IncendiaryGrenadeProject || 10 || 1 || 1 || 0 || Officer Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 4-9 || 10 || || 2 || || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, burning units can only move and basic melee attack) || IncendiaryBombProject || 20 || 1 || 1 || 2 || 2 Officer Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|Acid Grenade || 1-3 || 10 || || 1 || 3 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || AcidGrenadeProject || 10 || 1 || 1 || 0 || Archon Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Acid Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 1-4 || 10 || || 3 || 4 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || AcidBombProject || 20 || 1 || 1 || 2 || 2 Archon Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|EMP Grenade || 3-7 || 12 || || 3 || || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || EMPGrenadeProject || 10 || 1 || 1 || 0 || Drone Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|EMP Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-11 || 12 || || 3 || || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || EMPBombProject || 20 || 1 || 1 || 2 || Advent MEC Corpse || 15&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || || 15 || || 5 || || no || Grants Defense to units in cloud || none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || 15 || || 6 || || no || Grants Defense to units in cloud || SmokeBombProject || 10 || 0 || 0 || 0 || - || 10 &lt;br /&gt;
|-&lt;br /&gt;
|Proximity Mine || 4-9 || 14 || ?? || 3 || 1 || yes || Explodes when an enemy is within the blast radius ||  || || || || || ||&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; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82188</id>
		<title>Template:Grenades (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82188"/>
		<updated>2017-02-09T20:41:49Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 !! Damage !! Range !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements !! Supplies !! Alloys !! Elerium Cores !! Elerium Crystals !! Other !! Sell Cost&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || 2-5 || 10 || 9 || 3 || 1 || yes || - ||  none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 4-8 || 10 || 9 || 3 || 2 || yes || - || Plasma Grenade || 10 || 1 || 1 || 0 || - || 5&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || || 12 || || 6 || || no || Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities || none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || 1-2 || 10 || || 4 || || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || GasGrenadeProject || 10 || 1 || 1 || 0 || Viper Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gas Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2-3 || 10 || || 5 || || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || GasBombProject || 20 || 1 || 1 || 2 || 2 Viper Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || 4-9 || 10 || || 1 || || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || IncendiaryGrenadeProject || 10 || 1 || 1 || 0 || Officer Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 4-9 || 10 || || 2 || || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || IncendiaryBombProject || 20 || 1 || 1 || 2 || 2 Officer Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|Acid Grenade || || || || || || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || AcidGrenadeProject || 10 || 1 || 1 || 0 || Archon Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Acid Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || AcidBombProject || 20 || 1 || 1 || 2 || 2 Archon Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|EMP Grenade || || || || || || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || EMPGrenadeProject || 10 || 1 || 1 || 0 || Drone Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|EMP Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || EMPBombProject || 20 || 1 || 1 || 2 || Advent MEC Corpse || 15&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || || || || || || no || Grants Defense to units in cloud || none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || no || Grants Defense to units in cloud || SmokeBombProject || 10 || 0 || 0 || 0 || - || 10 &lt;br /&gt;
|-&lt;br /&gt;
|Proximity Mine || || || || || || yes || Explodes when an enemy is within the blast radius ||  || || || || || ||&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; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:CombatSims_(LW2)&amp;diff=82187</id>
		<title>Template:CombatSims (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:CombatSims_(LW2)&amp;diff=82187"/>
		<updated>2017-02-09T20:36:35Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Agility|| +Dodge || 10 - 15 || 15 - 20 || 20-25&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning|| +Health || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|-&lt;br /&gt;
|Focus *|| +Will || 10 - 15 || 15 - 20 || 20 - 25&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Hacking|| +Hacking || 5 - 7 || 8 - 11 || 12 - 15&lt;br /&gt;
|-&lt;br /&gt;
|Perception|| +Aim || 3 - 4 || 5 - 6 || 7 - 8&lt;br /&gt;
|-&lt;br /&gt;
|Psi|| +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|- &lt;br /&gt;
|Speed|| +Mobility || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|(*) tier 1 and tier 2 are actually the same in the table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Absorption Fields ||&lt;br /&gt;
|-&lt;br /&gt;
|Body Shield|| The targeted enemy faces -20 aim and -50 crit chance against you.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Awareness|| When on Overwatch: +15 Defense, +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Combat Rush ||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control	|| After taking damage, gain 2 armor through the end of the next turn; further hits refresh the timer&lt;br /&gt;
|-&lt;br /&gt;
|Depth Perception|| When on higher elevation: +aim, -dodge on target&lt;br /&gt;
|-&lt;br /&gt;
|Emergency Life Support || Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer.&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control ||&lt;br /&gt;
|-&lt;br /&gt;
|Hyper-Reactive Pupils	|| +10 aim for next shot with primary weapon after a shot missed.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Skin ||&lt;br /&gt;
|-&lt;br /&gt;
|Smart Macrophages || Immunity to Poison and Acid; +Wound Recovery&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82186</id>
		<title>Equipment (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82186"/>
		<updated>2017-02-09T20:35:03Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
{{CombatSims_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:CombatSims_(LW2)&amp;diff=82185</id>
		<title>Template:CombatSims (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:CombatSims_(LW2)&amp;diff=82185"/>
		<updated>2017-02-09T20:34:41Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: Created page with &amp;quot;- trying to figure out whats in the game by looking through the scripts (have not seen all of these during play yet)  {| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: cente...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- trying to figure out whats in the game by looking through the scripts (have not seen all of these during play yet)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Agility|| +Dodge || 10 - 15 || 15 - 20 || 20-25&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning|| +Health || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|-&lt;br /&gt;
|Focus *|| +Will || 10 - 15 || 15 - 20 || 20 - 25&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Hacking|| +Hacking || 5 - 7 || 8 - 11 || 12 - 15&lt;br /&gt;
|-&lt;br /&gt;
|Perception|| +Aim || 3 - 4 || 5 - 6 || 7 - 8&lt;br /&gt;
|-&lt;br /&gt;
|Psi|| +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|- &lt;br /&gt;
|Speed|| +Mobility || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|(*) tier 1 and tier 2 are actually the same in the table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Absorption Fields ||&lt;br /&gt;
|-&lt;br /&gt;
|Body Shield|| The targeted enemy faces -20 aim and -50 crit chance against you.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Awareness|| When on Overwatch: +15 Defense, +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Combat Rush ||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control	|| After taking damage, gain 2 armor through the end of the next turn; further hits refresh the timer&lt;br /&gt;
|-&lt;br /&gt;
|Depth Perception|| When on higher elevation: +aim, -dodge on target&lt;br /&gt;
|-&lt;br /&gt;
|Emergency Life Support || Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer.&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control ||&lt;br /&gt;
|-&lt;br /&gt;
|Hyper-Reactive Pupils	|| +10 aim for next shot with primary weapon after a shot missed.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Skin ||&lt;br /&gt;
|-&lt;br /&gt;
|Smart Macrophages || Immunity to Poison and Acid; +Wound Recovery&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82178</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82178"/>
		<updated>2017-02-09T17:22:45Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. Once I get the xcom2 data off of it, I will post it on the proper page, but don&#039;t want to have it start with the inaccurate data on it.  But i need to go to bed now, so not tonight.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
- trying to figure out whats in the game by looking through the scripts (have not seen all of these during play yet)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Agility|| +Dodge || 6 - 10 || 12 - 16 || 17 - 20&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning|| +Health || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|-&lt;br /&gt;
|Focus *|| +Will || 10 - 15 || 10 - 15 || 20 - 25&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Hacking|| +Hacking || 5 - 7 || 8 - 11 || 12 - 15&lt;br /&gt;
|-&lt;br /&gt;
|Perception|| +Aim || 3 - 4 || 5 - 6 || 7 - 8&lt;br /&gt;
|-&lt;br /&gt;
|Psi|| +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|- &lt;br /&gt;
|Speed|| +Mobility || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|(*) tier 1 and tier 2 are actually the same in the table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Absorption Fields ||&lt;br /&gt;
|-&lt;br /&gt;
|Body Shield|| The targeted enemy faces -20 aim and -50 crit chance against you.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Awareness|| When on Overwatch: +15 Defense, +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Combat Rush ||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control	|| After taking damage, gain 2 armor through the end of the next turn; further hits refresh the timer&lt;br /&gt;
|-&lt;br /&gt;
|Depth Perception|| When on higher elevation: +aim, -dodge on target&lt;br /&gt;
|-&lt;br /&gt;
|Emergency Life Support || Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer.&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control ||&lt;br /&gt;
|-&lt;br /&gt;
|Hyper-Reactive Pupils	|| +10 aim for next shot with primary weapon after a shot missed.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Skin ||&lt;br /&gt;
|-&lt;br /&gt;
|Smart Macrophages || Immunity to Poison and Acid; +Wound Recovery&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82177</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82177"/>
		<updated>2017-02-09T16:54:47Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: /* Personal Combat Sims */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. Once I get the xcom2 data off of it, I will post it on the proper page, but don&#039;t want to have it start with the inaccurate data on it.  But i need to go to bed now, so not tonight.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
- trying to figure out whats in the game by looking through the scripts (have not seen all of these during play yet)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Agility|| +Dodge || 6 - 10 || 12 - 16 || 17 - 20&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning|| +Health || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|-&lt;br /&gt;
|Focus|| +Will || 10 - 15 || 10 - 15 || 20 - 25&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Hacking|| +Hacking || 5 - 7 || 8 - 11 || 12 - 15&lt;br /&gt;
|-&lt;br /&gt;
|Perception|| +Aim || 3 - 4 || 5 - 6 || 7 - 8&lt;br /&gt;
|-&lt;br /&gt;
|Psi|| +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|- &lt;br /&gt;
|Speed|| +Mobility || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Absorption Fields	||&lt;br /&gt;
|-&lt;br /&gt;
|Body Shield||The targeted enemy faces -20 aim and -50 crit chance against you.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Awareness||	When on Overwatch: +15 Defense, +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Combat Rush ||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control	||&lt;br /&gt;
|-&lt;br /&gt;
|Depth Perception||	When on higher elevation: +aim, -dodge on target&lt;br /&gt;
|-&lt;br /&gt;
|Emergency Life Support || Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer.&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control ||&lt;br /&gt;
|-&lt;br /&gt;
|Hyper-Reactive Pupils	|| +10 aim for next shot with primary weapon after a shot missed.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Skin	||&lt;br /&gt;
|-&lt;br /&gt;
|Smart Macrophages ||	Immunity to Poison and Acid; +Wound Recovery&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=75761</id>
		<title>Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LW2)&amp;diff=75761"/>
		<updated>2017-01-30T09:45:55Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== SMG ===&lt;br /&gt;
The Submachine Gun can be used by most classes. It does lower damage than assault rifles, has a smaller clip and has more falloff at range, but increases mobility. It also slightly decreases infiltration time for the soldier carrying it.&lt;br /&gt;
&lt;br /&gt;
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;&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 || 2-4    || +2          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 3-6    || +2          || +5        || 20       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 4-7    || +3          ||           || 40       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 5-10   || +3          ||           || 55       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 6-11   || +4          ||           || 65       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|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;
Shotguns can be equipped by most soldiers in Long War (though [[Assault (LW2)|Assault]]s are the iconic carriers of this weapon, and have several perks specialising in them).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|Ballistic || 3-8    || +3          ||           ||          ||        ||          ||&lt;br /&gt;
|-&lt;br /&gt;
|Laser    || 4-11   || +3          || +5        || 25       || 1      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnetic || 6-13   || +4          ||           || 45       || 2      || 2        ||&lt;br /&gt;
|-&lt;br /&gt;
|Coil     || 6-16   || +5          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 8-17   || +8          ||           || 80       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5 ||6 ||7 ||8 ||9   ||10  ||11   ||12   ||13   ||14   ||15   ||16   ||17   ||18   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||40 ||32 ||24 ||16 ||8 ||4 ||0 ||0 || -4 || -8 || -16 || -32 || -40 || -48 || -60 || -70 || -80 || -90 || -100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifle ===&lt;br /&gt;
Assault rifles are the default primary weapon of most soldiers. Middle of the road in every way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|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          || +5        || 50       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          ||           || 60       || 4      || 10       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1  ||2  ||3  ||4  ||5  ||6  ||7 ||8 ||9 ||10 ||11-19 ||20  ||21   ||22   ||23   ||24   ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus ||20 ||18 ||16 ||14 ||12 ||10 ||8 ||6 ||4 ||2  ||0     || -5 || -10 || -15 || -20 || -25 || -30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
Cannons can only be carried by [[Gunner (LW2)|Gunner]]s. They have very high up-front damage compared to most weapons, and excel at suppressing enemies.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|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          ||           || 60       || 3      || 5        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 10-16  || +6          ||           || 80       || 4      || 15       || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Range Bonus&lt;br /&gt;
|Range     ||1    ||2   ||3 ||4 ||5  ||6 ||7 ||8 ||9 ||...&lt;br /&gt;
|-&lt;br /&gt;
|Aim Bonus || -10 || -5 ||0 ||5 ||10 ||8 ||6 ||4 ||2 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifle ===&lt;br /&gt;
Sniper Rifles can only be carried by [[Sharpshooter (LW2)|Sharpshooter]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|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          ||           || 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;
== Secondary Weapons ==&lt;br /&gt;
=== Sword ===&lt;br /&gt;
Swords are used only by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! 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          || 20          || 15 || 30       || 2      || 1        ||&lt;br /&gt;
|-&lt;br /&gt;
|Plasma   || 7-13   || +5          || 20          || 20 || 60       || 3      || 3        || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Knife ===&lt;br /&gt;
The Combat Knife is a melee weapon carried by [[Gunner (LW2)|Gunner]]s. Whilst weaker than the Sword, it is highly accurate and has a higher innate crit chance.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! 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          || 20          || 20       || 10      || 1         || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arc Thrower ===&lt;br /&gt;
The Arc Thrower is the secondary weapon of the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
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;&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;
=== Sawed-off Shotgun ===&lt;br /&gt;
The Sawed-off shotgun is the close range secondary weapon of the [[Ranger (LW2)|Ranger]] class. It can do colossal damage, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|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;
== Other ==&lt;br /&gt;
=== Pistol ===&lt;br /&gt;
The pistol is now a utility slot item and can be equipped on any soldier, Leaders also have an ability allowing them to hand a pistol to friendly escapees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Tiers&lt;br /&gt;
!Tier     !! Damage !! Crit Damage !! Aim Bonus !! Supplies !! Alloys !! Crystals !! Cores&lt;br /&gt;
|-&lt;br /&gt;
|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          ||           || 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;
==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&lt;br /&gt;
(+15 aim, +15 crit on next shot; ends turn)&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>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=75704</id>
		<title>Grenadier (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(LW2)&amp;diff=75704"/>
		<updated>2017-01-29T18:40:37Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: Grenadier skill-tree changes as per patch version 1.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Serving as our demolitions experts, the Grenadiers provide heavy ordnance delivery whenever and wherever we need it. They may also specialize in support grenades to protect our troops and disable our enemies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenadier: Primary: Rifle(default), SMG or Shotgun; Secondary: Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
The Grenadier is a versatile fire-support class that leans much more heavily on its grenade launcher than the Vanilla Grenadier to influence the battle. While they can cart an impressive amount of grenades, care must be take to ensure they are not exposed to heavy enemy attack when heavily specialized in them, as they tend not to have inventory room for protective vests or plating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boomer&amp;quot; type Grenadiers (Left branch) are demolition experts, capable of breaking any enemy position with a well placed grenade, but have less to offer squadmates in need of cover or concealment, as well as limited utility once their grenades run out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Support&amp;quot; type Grenadiers (Right branch) deploy non-lethal grenades to awe-inspiring effect, capable of bringing an entire alien squad to their knees (literally) with Sting grenades or shielding allies from effective enemy fire with Dense Smoke and Ghost Grenades, but are less capable when raw damage is called for.&lt;br /&gt;
&lt;br /&gt;
Grenadiers can carry a standard rifle, shotgun, or SMG for regular combat, and some center branch perks improve the primary weapon&#039;s utility and the Grenadier&#039;s personal defenses. Consider these perks if you want to deploy the soldier in the front line of a battle rather than the middle or back lines, or have the Grenadier be an effective threat once his/her grenades are expended.&lt;br /&gt;
&lt;br /&gt;
Grenadier&#039;s are 20% more expensive than standard for infiltration. Consider swapping out a Grenadier for a less explosive class (or equipping them with an SMG) if you need to trim a few hours off your infiltration timer.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1= &lt;br /&gt;
|Squaddie2={{Launch Grenade (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie3= &lt;br /&gt;
|Subclass1=Boomer&lt;br /&gt;
|Subclass2=Support&lt;br /&gt;
|LCorporal1={{Sapper (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal2={{Needle Grenades (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|LCorporal3={{Rapid Deployment (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal1={{Heavy Ordinance (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal2={{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Corporal3={{Protector (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant1={{Boosted Cores (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant2={{Center Mass (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Sergeant3={{Bluescreen Bombs (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt1={{HEAT Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt2={{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|StaffSgt3={{Sting Grenades (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt1={{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt2={{Chain Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|TechSgt3={{Dense Smoke (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt1={{Volatile Mix (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt2={{Bombardier (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|GunSgt3={{Ghost Grenade (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt1={{Combat Engineer (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt2={{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|MSgt3={{Full Kit (LW2)| b_name = 1 | b_descr = 1 | b_info = 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;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 4 || 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 || 8 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This class also gains 3 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=75703</id>
		<title>Shinobi (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shinobi_(LW2)&amp;diff=75703"/>
		<updated>2017-01-29T18:33:06Z</updated>

		<summary type="html">&lt;p&gt;DashingRookie: Changes to the Shinobi Skill-tree as per LongWar2 patch version 1.1&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;
* 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;
&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;
&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;
&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 even sometimes shotguns) are better choices for certain direct-combat builds!&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (LW2)|&lt;br /&gt;
|Squaddie1={{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|Squaddie2={{Fleche (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&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={{Low Profile (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|LCorporal3={{Cutthroat (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={{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Corporal3={{Infighter (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={{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|Sergeant3={{Blademaster (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={{Evasive (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={{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt2={{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|TechSgt3={{Coup de Grace (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={{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|GunSgt3={{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|MSgt1={{Serial (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={{Reaper (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Health!!Offense!!Will!!Mobility!!Dodge!!Hacking&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Squaddie|| 0 || 2 || 4 || 0 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 2 || 4 || 0 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Staff Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 0 || 2 || 0 || 0 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Total|| 2 || 16 || 8 || 0 || 10 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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 4%&lt;br /&gt;
* Tradecraft reduces a soldier&#039;s infiltration cost by 35%.&lt;br /&gt;
* Covert, though not mentioned in the description, reduces a soldier&#039;s infiltration cost by 4%&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>DashingRookie</name></author>
	</entry>
</feed>