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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=118114</id>
		<title>Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=118114"/>
		<updated>2023-12-28T18:54:32Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
{{Toc (Long War)|2}}&lt;br /&gt;
&lt;br /&gt;
==Squad==&lt;br /&gt;
Long War&#039;s starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission. To off-set the increased squad size, soldier classes have been made much more specific in their roles.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:&lt;br /&gt;
* Recon specialist-&amp;gt; [[Scout (Long War)|Scout]] ([[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]) or [[Sniper (Long War)|Sniper]] ([[Abilities List (Long War)#Squadsight|Squadsight]])&lt;br /&gt;
* Tactical specialist-&amp;gt; [[Infantry (Long War)|Infantry]] ([[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]) or [[Assault (Long War)|Assault]] ([[Abilities List (Long War)#Run and Gun|Run &amp;amp; Gun]])&lt;br /&gt;
* Weapons specialist-&amp;gt; [[Gunner (Long War)|Gunner]] ([[Abilities List (Long War)#Suppression|Suppression]]) or [[Rocketeer (Long War)|Rocketeer]] ([[Abilities List (Long War)#Fire Rocket|Fire Rocket]])&lt;br /&gt;
* Technical specialist-&amp;gt; [[Medic (Long War)|Medic]] ([[Abilities List (Long War)#Field Medic|Field Medic]]) or [[Engineer (Long War)|Engineer]] ([[Abilities List (Long War)#Grenadier|Grenadier]])&lt;br /&gt;
If you don&#039;t want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.&lt;br /&gt;
&lt;br /&gt;
The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault&#039;s destination doesn&#039;t have extra enemies hiding nearby.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can deploy a fatigued soldier if you must, but then they&#039;ll receive a fatigue injury, and need a longer rest session that can&#039;t be skipped. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if the Slingshot and Progeny DLC are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your highest soldier&#039;s rank.&lt;br /&gt;
&lt;br /&gt;
By mid-game you might seriously start to consider if some missions are worth it. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. &amp;quot;Do I really want to assault it?&amp;quot; Check your roster and see how many soldiers are fatigued and for how long. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.&lt;br /&gt;
&lt;br /&gt;
Fatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren&#039;t damaged during a mission). However they do not gain any experience, which could be potentially given to soldiers.&lt;br /&gt;
&lt;br /&gt;
==Injury Time==&lt;br /&gt;
The &amp;quot;max timeout&amp;quot; (injury time) scales based on the amount time elapsed in the campaign. The reason for this is that:&lt;br /&gt;
&lt;br /&gt;
1) If max timeout is long, then the first months are too brutal, since it&#039;s difficult to get soldiers leveled &amp;lt;br&amp;gt;&lt;br /&gt;
2) If the max timeout is short, then the later months are too easy, because with foundry/genemod reductions and armor soldiers are wounded for too little&lt;br /&gt;
&lt;br /&gt;
This is basically a factor in vanilla&#039;s inverse difficulty curve, which the scaling max timeout is intended to correct.&lt;br /&gt;
&lt;br /&gt;
Basically the BASE_DAYS_INJURED is the max injury timeout that can ever happen, and only happens after much time has elapsed. So the default value of 1320 hours = 55 days represents the maximum possible injury portion of a timeout.&lt;br /&gt;
&lt;br /&gt;
However, this is scaled based on the campaign time elapsed, and this scaling formula can be tweaked using the two values packed into RAND_DAYS_INJURED. The two default values are 27 and 45, and they go into the formula as: &#039;&#039;27 / ( Days + 45)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Day = 0, this results in 27 / 45 = 0.6, so the maximum injury timeout on day 0 is reduced by 60% to 55 * (1 - 0.6) = 22 days of injury timeout.&amp;lt;br&amp;gt;&lt;br /&gt;
With Day = 30, this results in 27 / (30 + 45) = 0.36, so the maximum injury timeout after 1 month is reduced by 36% to 55 * (1 - 0.36) = 35.2 days of injury timeout.&lt;br /&gt;
&lt;br /&gt;
As time goes on, this asymptotically approaches the defined maximum injury timeout.&lt;br /&gt;
&lt;br /&gt;
A couple of notes about all of this:&amp;lt;br&amp;gt;&lt;br /&gt;
*Fatigue timeout is always added to injury timeout for wounded soldiers (thus generally making it that injured soldiers are wounded for longer than soldiers are fatigued). Originally the max injury timeout was 60 days, but since the base fatigue timeout is 3-5 days, this was reduced by 5 days. Thus officers/psi/gene-modded soldiers also get injured for longer times because of their increased fatigue timeouts&lt;br /&gt;
*Soldier injury timeout is randomized with a linearly scaled block based on % HP lost. If a soldier has lost 2 out of 6 max HP, then she uniformly randomly gets between 1/6 and 2/6 of the current max injury timeout. For a barely wounded soldier that has lost 1 out of 6 max HP, this means between 0/6 (minimum 1 hour) and 1/6 of the current max injury timeout. Since a soldier can&#039;t get to losing 6 out 6 max (because the soldier would be dead), the only way to roll in the 5/6 to 6/6 category is to have been critically injured and the stabilized/revived during the mission.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening  will give your soldiers fixed starting stats.&lt;br /&gt;
&lt;br /&gt;
In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers&#039; starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.&lt;br /&gt;
&lt;br /&gt;
The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper&#039;s +40, for a 30 aim difference. In comparison, the Long War Engineer gains 18 aim to the Sniper&#039;s 28, a much smaller, though still significant, 10 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Class&lt;br /&gt;
! style=&amp;quot;padding:5px;&amp;quot; | {{Health (Long War)}}total!!{{Aim (Long War)}}total!!{{Will (Long War)}}total*!!{{Mobility (Long War)}} bonus&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Assault&#039;&#039;&#039;      || 4 || 18 || 25 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Infantry&#039;&#039;&#039;      || 3 || 21 || 25 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;      || 3 || 21 || 25 || -1⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Gunner&#039;&#039;&#039;      || 4 || 18 || 25 || -1 or -2⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Sniper&#039;&#039;&#039;      || 2 || 28 || 21 || 0 or -1⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
 |&#039;&#039;&#039;Scout&#039;&#039;&#039;      || 2 || 25 || 24 || +1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Medic&#039;&#039;&#039;      || 3 || 18 || 28 || +1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Engineer&#039;&#039;&#039;      || 4 || 18 || 25 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; All soldiers have a chance to gain an extra 1 will per level, for up to 7 additional will over their class baseline.&lt;br /&gt;
&lt;br /&gt;
⁺ Mobility penalties are from the class&#039; standard weapons: Rocket Launchers (-1), SAW-class weapons (-1), LMG-class weapons (-2), and Sniper Rifles (-1). Snipers can avoid this penalty by equipping a Marksman Rifle, while Rocketeers restore 1 mobility for every rocket they fire.&lt;br /&gt;
&lt;br /&gt;
Master sergeants also will gain a +1 bonus to a random stat every four missions. The stat chosen has a 10% chance to be HP, 30% chance to be aim, 30% chance to be will, or a 30% chance to be defense. These stat boosts are capped at 20 HP, 120 aim, 120 will, and 20 defense, which means if, for example, your soldier has 120 aim and rolls for an aim boost, aim will not increase.&lt;br /&gt;
&lt;br /&gt;
==Hidden Potential==&lt;br /&gt;
With the Second Wave option &amp;quot;Hidden Potential&amp;quot; enabled, stat gain will be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance to get +1 HP&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;||70%||60%||60%||70%||20%||20%||60%||70%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;||70%||30%||30%||70%||50%||50%||30%||70%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;||40%||60%||60%||40%||20%||20%||60%||40%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;||70%||30%||30%||70%||20%||20%||30%||70%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;||70%||60%||60%||70%||50%||50%||60%||70%&lt;br /&gt;
|-&lt;br /&gt;
!Average at max rank  ||+4||+3||+3||+4||+2||+2||+3||+4&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Aim per level&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|-&lt;br /&gt;
!Average at max rank   ||+18||+21||+21||+18||+28||+25||+18||+18&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Will per level&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper || Scout || Medic || Engineer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-6||1-6||1-7||1-6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-6||1-6||1-6||1-6||1-4||1-4||1-6||1-6&lt;br /&gt;
|-&lt;br /&gt;
!Average at max rank   ||+25||+25||+25||+25||+21||+24||+28||+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War|Soldiers]]&lt;br /&gt;
[[Category: Soldiers (Long War)| Long War]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Root&amp;diff=118112</id>
		<title>Category:Root</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Root&amp;diff=118112"/>
		<updated>2023-12-28T18:26:24Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;   &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[category:Root| ]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:UFOpedia&amp;diff=118111</id>
		<title>Category:UFOpedia</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:UFOpedia&amp;diff=118111"/>
		<updated>2023-12-28T18:26:04Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;&amp;lt;noinclude&amp;gt; category:Root &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[category:Root]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Main&amp;diff=118110</id>
		<title>Category:Main</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Main&amp;diff=118110"/>
		<updated>2023-12-28T18:24:32Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Primary category index of [[Main Page|UFOpedia.org]].&lt;br /&gt;
&lt;br /&gt;
[[Category:UFOpedia]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Soldiers&amp;diff=118109</id>
		<title>Category:Soldiers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Soldiers&amp;diff=118109"/>
		<updated>2023-12-28T18:22:48Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information about soldiers and their stats. These articles relate to all soldiers in X-COM: Enemy Unknown/UFO Defense and Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:XCOM&amp;diff=118108</id>
		<title>Category:XCOM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:XCOM&amp;diff=118108"/>
		<updated>2023-12-28T18:22:24Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;Category:Main&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Soldiers_(Long_War)&amp;diff=118107</id>
		<title>Category:Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Soldiers_(Long_War)&amp;diff=118107"/>
		<updated>2023-12-28T18:20:46Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Lone Wolf (EU2012).jpg|48px]]&lt;br /&gt;
This is a list of all pages related to XCOM soldiers in &#039;&#039;[[Long War]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Long War|Soldiers]]&lt;br /&gt;
[[Category:Soldiers|Long War]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Soldiers_(Long_War_2)&amp;diff=118106</id>
		<title>Category:Soldiers (Long War 2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Soldiers_(Long_War_2)&amp;diff=118106"/>
		<updated>2023-12-28T18:20:43Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Long War 2|Soldiers]]&lt;br /&gt;
[[Category:Soldiers|Long War]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=118105</id>
		<title>Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=118105"/>
		<updated>2023-12-28T18:18:09Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
{{Toc (Long War)|2}}&lt;br /&gt;
&lt;br /&gt;
==Squad==&lt;br /&gt;
Long War&#039;s starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission. To off-set the increased squad size, soldier classes have been made much more specific in their roles.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:&lt;br /&gt;
* Scout-Sniper -&amp;gt; [[Scout (Long War)|Scout]] ([[Abilities List (Long War)#Lightning Reflexes|Lightning Reflexes]]) or [[Sniper (Long War)|Sniper]] ([[Abilities List (Long War)#Squadsight|Squadsight]])&lt;br /&gt;
* Tactical -&amp;gt; [[Infantry (Long War)|Infantry]] ([[Abilities List (Long War)#Light Em Up|Light &#039;Em Up]]) or [[Assault (Long War)|Assault]] ([[Abilities List (Long War)#Run and Gun|Run &amp;amp; Gun]])&lt;br /&gt;
* Weapons -&amp;gt; [[Gunner (Long War)|Gunner]] ([[Abilities List (Long War)#Suppression|Suppression]]) or [[Rocketeer (Long War)|Rocketeer]] ([[Abilities List (Long War)#Fire Rocket|Fire Rocket]])&lt;br /&gt;
* Support -&amp;gt; [[Medic (Long War)|Medic]] ([[Abilities List (Long War)#Field Medic|Field Medic]]) or [[Engineer (Long War)|Engineer]] ([[Abilities List (Long War)#Grenadier|Grenadier]])&lt;br /&gt;
If you don&#039;t want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.&lt;br /&gt;
&lt;br /&gt;
The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault&#039;s destination doesn&#039;t have extra enemies hiding nearby.&lt;br /&gt;
&lt;br /&gt;
==Fatigue==&lt;br /&gt;
In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can deploy a fatigued soldier if you must, but then they&#039;ll receive a fatigue injury, and need a longer rest session that can&#039;t be skipped. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if the Slingshot and Progeny DLC are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your highest soldier&#039;s rank.&lt;br /&gt;
&lt;br /&gt;
By mid-game you might seriously start to consider if some missions are worth it. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. &amp;quot;Do I really want to assault it?&amp;quot; Check your roster and see how many soldiers are fatigued and for how long. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.&lt;br /&gt;
&lt;br /&gt;
Fatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren&#039;t damaged during a mission). However they do not gain any experience, which could be potentially given to soldiers.&lt;br /&gt;
&lt;br /&gt;
==Injury Time==&lt;br /&gt;
The &amp;quot;max timeout&amp;quot; (injury time) scales based on the amount time elapsed in the campaign. The reason for this is that:&lt;br /&gt;
&lt;br /&gt;
1) If max timeout is long, then the first months are too brutal, since it&#039;s difficult to get soldiers leveled &amp;lt;br&amp;gt;&lt;br /&gt;
2) If the max timeout is short, then the later months are too easy, because with foundry/genemod reductions and armor soldiers are wounded for too little&lt;br /&gt;
&lt;br /&gt;
This is basically a factor in vanilla&#039;s inverse difficulty curve, which the scaling max timeout is intended to correct.&lt;br /&gt;
&lt;br /&gt;
Basically the BASE_DAYS_INJURED is the max injury timeout that can ever happen, and only happens after much time has elapsed. So the default value of 1320 hours = 55 days represents the maximum possible injury portion of a timeout.&lt;br /&gt;
&lt;br /&gt;
However, this is scaled based on the campaign time elapsed, and this scaling formula can be tweaked using the two values packed into RAND_DAYS_INJURED. The two default values are 27 and 45, and they go into the formula as: &#039;&#039;27 / ( Days + 45)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With Day = 0, this results in 27 / 45 = 0.6, so the maximum injury timeout on day 0 is reduced by 60% to 55 * (1 - 0.6) = 22 days of injury timeout.&amp;lt;br&amp;gt;&lt;br /&gt;
With Day = 30, this results in 27 / (30 + 45) = 0.36, so the maximum injury timeout after 1 month is reduced by 36% to 55 * (1 - 0.36) = 35.2 days of injury timeout.&lt;br /&gt;
&lt;br /&gt;
As time goes on, this asymptotically approaches the defined maximum injury timeout.&lt;br /&gt;
&lt;br /&gt;
A couple of notes about all of this:&amp;lt;br&amp;gt;&lt;br /&gt;
*Fatigue timeout is always added to injury timeout for wounded soldiers (thus generally making it that injured soldiers are wounded for longer than soldiers are fatigued). Originally the max injury timeout was 60 days, but since the base fatigue timeout is 3-5 days, this was reduced by 5 days. Thus officers/psi/gene-modded soldiers also get injured for longer times because of their increased fatigue timeouts&lt;br /&gt;
*Soldier injury timeout is randomized with a linearly scaled block based on % HP lost. If a soldier has lost 2 out of 6 max HP, then she uniformly randomly gets between 1/6 and 2/6 of the current max injury timeout. For a barely wounded soldier that has lost 1 out of 6 max HP, this means between 0/6 (minimum 1 hour) and 1/6 of the current max injury timeout. Since a soldier can&#039;t get to losing 6 out 6 max (because the soldier would be dead), the only way to roll in the 5/6 to 6/6 category is to have been critically injured and the stabilized/revived during the mission.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening  will give your soldiers fixed starting stats.&lt;br /&gt;
&lt;br /&gt;
In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers&#039; starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.&lt;br /&gt;
&lt;br /&gt;
The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper&#039;s +40, for a 30 aim difference. In comparison, the Long War Engineer gains 18 aim to the Sniper&#039;s 28, a much smaller, though still significant, 10 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Class&lt;br /&gt;
! style=&amp;quot;padding:5px;&amp;quot; | {{Health (Long War)}}total!!{{Aim (Long War)}}total!!{{Will (Long War)}}total*!!{{Mobility (Long War)}} bonus&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Assault&#039;&#039;&#039;      || 4 || 18 || 25 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Infantry&#039;&#039;&#039;      || 3 || 21 || 25 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;      || 3 || 21 || 25 || -1⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Gunner&#039;&#039;&#039;      || 4 || 18 || 25 || -1 or -2⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Sniper&#039;&#039;&#039;      || 2 || 28 || 21 || 0 or -1⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
 |&#039;&#039;&#039;Scout&#039;&#039;&#039;      || 2 || 25 || 24 || +1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Medic&#039;&#039;&#039;      || 3 || 18 || 28 || +1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Engineer&#039;&#039;&#039;      || 4 || 18 || 25 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; All soldiers have a chance to gain an extra 1 will per level, for up to 7 additional will over their class baseline.&lt;br /&gt;
&lt;br /&gt;
⁺ Mobility penalties are from the class&#039; standard weapons: Rocket Launchers (-1), SAW-class weapons (-1), LMG-class weapons (-2), and Sniper Rifles (-1). Snipers can avoid this penalty by equipping a Marksman Rifle, while Rocketeers restore 1 mobility for every rocket they fire.&lt;br /&gt;
&lt;br /&gt;
Master sergeants also will gain a +1 bonus to a random stat every four missions. The stat chosen has a 10% chance to be HP, 30% chance to be aim, 30% chance to be will, or a 30% chance to be defense. These stat boosts are capped at 20 HP, 120 aim, 120 will, and 20 defense, which means if, for example, your soldier has 120 aim and rolls for an aim boost, aim will not increase.&lt;br /&gt;
&lt;br /&gt;
==Hidden Potential==&lt;br /&gt;
With the Second Wave option &amp;quot;Hidden Potential&amp;quot; enabled, stat gain will be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Chance to get +1 HP&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;||70%||60%||60%||70%||20%||20%||60%||70%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;||70%||30%||30%||70%||50%||50%||30%||70%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;||40%||60%||60%||40%||20%||20%||60%||40%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;||70%||30%||30%||70%||20%||20%||30%||70%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;||70%||60%||60%||70%||50%||50%||60%||70%&lt;br /&gt;
|-&lt;br /&gt;
!Average at max rank  ||+4||+3||+3||+4||+2||+2||+3||+4&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Aim per level&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|-&lt;br /&gt;
!Average at max rank   ||+18||+21||+21||+18||+28||+25||+18||+18&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Will per level&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper || Scout || Medic || Engineer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-6||1-6||1-7||1-6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-6||1-6||1-6||1-6||1-4||1-4||1-6||1-6&lt;br /&gt;
|-&lt;br /&gt;
!Average at max rank   ||+25||+25||+25||+25||+21||+24||+28||+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War|Soldiers]]&lt;br /&gt;
[[Category: Soldiers (Long War)| Long War]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Facilities&amp;diff=118101</id>
		<title>Category:Facilities</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Facilities&amp;diff=118101"/>
		<updated>2023-12-28T17:26:13Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;Category:XCOM&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:XCOM]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Facilities_(XCOM_2)&amp;diff=118099</id>
		<title>Category:Facilities (XCOM 2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Facilities_(XCOM_2)&amp;diff=118099"/>
		<updated>2023-12-28T17:23:39Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Images (XCOM 2)]]&lt;br /&gt;
[[Category:Facilities]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Facilities_(Long_War)&amp;diff=118098</id>
		<title>Category:Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Facilities_(Long_War)&amp;diff=118098"/>
		<updated>2023-12-28T17:23:22Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Facilities background Long War.jpg|48px]]&lt;br /&gt;
This page list all [[Facilities (Long War)|Facilities]] available in &#039;&#039;[[Long War]]&#039;&#039;, and all pages that are related to facilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Facilities]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Facilities_(LW2)&amp;diff=118097</id>
		<title>Category:Facilities (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Facilities_(LW2)&amp;diff=118097"/>
		<updated>2023-12-28T17:23:11Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Long War 2]]&lt;br /&gt;
[[Category:Facilities]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Interceptor_(EU2012)&amp;diff=112784</id>
		<title>Interceptor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Interceptor_(EU2012)&amp;diff=112784"/>
		<updated>2023-01-02T03:00:50Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }} &lt;br /&gt;
[[File:Interceptor (EU2012).png|100px|right|Interceptor]]&lt;br /&gt;
* Heavily modified and augmented vertical take-off and landing (VTOL) transmedium propulsion atmospheric/exoatmospheric (A/X) multirole fast attack fighter&lt;br /&gt;
** Avionics, tracking, and engines have all received substantial boosts&lt;br /&gt;
** Despite all this, the Earth&#039;s atmosphere is the Interceptor&#039;s best defense&lt;br /&gt;
** Armor and frame durability will be a major issue when engaging any but the smallest UFOs&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Craft Armaments (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aircraft (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=90720</id>
		<title>User talk:Falconeye</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=90720"/>
		<updated>2020-05-12T19:03:25Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: /* EU-MEC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EU-MEC==&lt;br /&gt;
&#039;&#039;&#039;[[Assault (EU2012)|Assault MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Shock Absorbent Armor (Long War)|align=justify}}: &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* {{Hit And Run (Long War)|align=justify}}: &#039;&#039;Your first standard shot of each turn against an explosed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Close Encounters (Long War)|align=justify}}:&#039;&#039; The first standard shot made within 4 tiles of the target does not cost an action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Heavy (EU2012)|Heavy MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Absorption Fields (Long War)|align=justify}}: &#039;&#039;Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.&#039;&#039;&lt;br /&gt;
* {{Body Shield (Long War)|align=justify}}: &#039;&#039;Visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* {{Collateral Damage (Long War)|align=justify}}: &#039;&#039;Standard shots are AoE that destroys most cover and hits all eligible targets for 34% damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sniper (EU2012)|Sniper MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Platform Stability (Long War)|align=justify}}: &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* {{In The Zone (Long War)|align=justify}}: &#039;&#039;Killing an exposed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Light Em Up (Long War)|align=justify}}: &#039;&#039;Standard shots no longer end the turn, if taken as the first action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Support (EU2012)|Support MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Distortion Field (Long War)|align=justify}}: &#039;&#039;Nearby allies in cover receive +10 Defense and Damage Reduction 1.&#039;&#039;&lt;br /&gt;
* {{Opportunist (Long War)|align=justify}}: &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&amp;quot;&lt;br /&gt;
* {{Bombard (Long War)|align=justify}}: &#039;&#039;Throw or launch grenades over exceptionally long distances (+50%).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot;| Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Passive&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;Activate: lasts on the following 2 turns. (Six-turn cooldown)&amp;lt;br&amp;gt;&#039;&#039;Take three actions this turn, and no action is turn-ending.&amp;lt;br&amp;gt;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&amp;lt;br&amp;gt;Multiple Standard Shots incur a small recoil penalty.&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | [[File:Mechatronic.png|32px|center]]&#039;&#039;&#039;Hack&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Map items and objects can be remotely hacked using the BIT.&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | [[File:Arsenal.png|32px|center]]&#039;&#039;&#039;Arsenal&#039;&#039;&#039;&amp;lt;br&amp;gt;The BIT can equipe and fire heavy weapons&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | [[File:Mechatronic.png|32px|center]]&#039;&#039;&#039;Mechatronic&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;This unit is immune to fire and poison damage, and provides full cover to adjacent allies.&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; | [[File:Mechatronic.png|32px|center]]&#039;&#039;&#039;Reboot&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;If this unit receives enough damage to be killed, it is instead crippled, its health will be reduced to just 1 HP and it will be shielded for the rest of the turn. Can only trigger once per mission.&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Subclass&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Adaptive Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Combat Awareness&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, confers +15 Defense and Damage Reduction 1 when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC VITAL POINT TARGETING.png|32px|center]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC DAMAGE CONTROL.png|32px|center]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Blitz&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;Ballwark&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, the MEC becomes a high cover element. All further damage will be reduced by 2, and always provide high cover to all adjacent squadmates.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC REPAIR SERVOS.png|32px|center]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:UIPerk spark wreckingball.png|32px|center]]&#039;&#039;&#039;Wrecking Ball&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, break through walls and cover when moving.&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, confers 2 health recovery at the start of each turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ghost in the Shell=&lt;br /&gt;
==[[Ranger (LW2)|Batou]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)|Ishikawa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)|Ladriya]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)|Maven]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)|Togusa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)|Major Motoko Kusanagi]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Cyborgnetic counter-cyberterrorist field commander in the employ of &amp;quot;XCOM&amp;quot; as tactical squad leader. Her abilities as &amp;quot;...rarer than ESP&amp;quot;; the kind of person that sections of the government hire to assassinate without leaving a trace.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)|Borma]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Gauntlet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The jack of all trades who often handles the task of rear support.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)|Saito]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Holotargeter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=90719</id>
		<title>User talk:Falconeye</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=90719"/>
		<updated>2020-05-12T18:12:19Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: /* EU-MEC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EU-MEC==&lt;br /&gt;
&#039;&#039;&#039;[[Assault (EU2012)|Assault MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Shock Absorbent Armor (Long War)|align=justify}}: &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* {{Hit And Run (Long War)|align=justify}}: &#039;&#039;Your first standard shot of each turn against an explosed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Close Encounters (Long War)|align=justify}}:&#039;&#039; The first standard shot made within 4 tiles of the target does not cost an action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Heavy (EU2012)|Heavy MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Absorption Fields (Long War)|align=justify}}: &#039;&#039;Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.&#039;&#039;&lt;br /&gt;
* {{Body Shield (Long War)|align=justify}}: &#039;&#039;Visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* {{Collateral Damage (Long War)|align=justify}}: &#039;&#039;Standard shots are AoE that destroys most cover and hits all eligible targets for 34% damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sniper (EU2012)|Sniper MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Platform Stability (Long War)|align=justify}}: &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* {{In The Zone (Long War)|align=justify}}: &#039;&#039;Killing an exposed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Light Em Up (Long War)|align=justify}}: &#039;&#039;Standard shots no longer end the turn, if taken as the first action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Support (EU2012)|Support MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Distortion Field (Long War)|align=justify}}: &#039;&#039;Nearby allies in cover receive +10 Defense and Damage Reduction 1.&#039;&#039;&lt;br /&gt;
* {{Opportunist (Long War)|align=justify}}: &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&amp;quot;&lt;br /&gt;
* {{Bombard (Long War)|align=justify}}: &#039;&#039;Throw or launch grenades over exceptionally long distances (+50%).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Passive&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;Activate: lasts on the following 2 turns. (Six-turn cooldown)&amp;lt;br&amp;gt;&#039;&#039;Take three actions this turn, and no action is turn-ending.&amp;lt;br&amp;gt;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&amp;lt;br&amp;gt;Multiple Standard Shots incur a small recoil penalty.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Mechatronic&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;This unite is immune to fire and poision damage, and provides full cover to adjacent allies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Adaptive Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Combat Awareness&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, confers +15 Defense and Damage Reduction 1 when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Blitz&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;Ballwark&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, the MEC becomes a high cover element. All further damage will be reduced by 2, and always provide high cover to all adjacent squadmates.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| [[File:UIPerk spark wreckingball.png|32px|center]]&#039;&#039;&#039;Wrecking Ball&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, break through walls and cover when moving.&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, confers 2 health recovery at the start of each turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ghost in the Shell=&lt;br /&gt;
==[[Ranger (LW2)|Batou]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)|Ishikawa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)|Ladriya]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)|Maven]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)|Togusa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)|Major Motoko Kusanagi]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Cyborgnetic counter-cyberterrorist field commander in the employ of &amp;quot;XCOM&amp;quot; as tactical squad leader. Her abilities as &amp;quot;...rarer than ESP&amp;quot;; the kind of person that sections of the government hire to assassinate without leaving a trace.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)|Borma]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Gauntlet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The jack of all trades who often handles the task of rear support.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)|Saito]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Holotargeter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hero_(XCOM2)&amp;diff=90559</id>
		<title>Hero (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hero_(XCOM2)&amp;diff=90559"/>
		<updated>2020-04-29T17:06:35Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to activate XCOM2 &#039;hero&#039; soldiers as an Easter Egg.&lt;br /&gt;
&lt;br /&gt;
Hero characters can be &#039;Summoned&#039; by renaming your soldier appropriately. This is considered a cheat and disables achievements.&lt;br /&gt;
&lt;br /&gt;
List of Hero character names:&lt;br /&gt;
&lt;br /&gt;
Sid Meier&lt;br /&gt;
&lt;br /&gt;
Ken Levine&lt;br /&gt;
&lt;br /&gt;
Joe Kelly&lt;br /&gt;
&lt;br /&gt;
Otto Zander&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=90558</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=90558"/>
		<updated>2020-04-29T17:05:35Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&amp;lt;!--        BANNER ACROSS TOP OF PAGE        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; height:90px; background:#f9f9f9; margin:1.2em 0 6px 0; border:1px solid #ddd; padding-bottom:10px; padding-left:20px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:61%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        &amp;quot;WELCOME TO UFOPEDIA:ORG&amp;quot; AND ARTICLE COUNT        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:280px; border:none; background:none;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:280px; text-align:center; white-space:nowrap; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;Welcome to UFOpaedia.org,&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:85%;&amp;quot;&amp;gt;Your &#039;&#039;&#039;X-COM&#039;&#039;&#039; Wiki featuring [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] users.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        GAME LIST ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:20%; font-size:95%;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
* {{UFO Icon|20px}} [[XCOM | UFO: Enemy Unknown (1994)]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{TFTD Icon|20px}} [[TFTD | Terror from the Deep]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Apoc Icon|20px}}[[Apocalypse]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:20%; font-size:95%;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[File:Vigilo_Confido_black.png|20px]][[Enemy Unknown (2012)|XCOM: Enemy Unknown (2012)]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[File:Bureau.png|16px]][[The Bureau: XCOM Declassified]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[File:XCOM2 Resistance Logo.png|16px]] [[XCOM2|XCOM 2]]&lt;br /&gt;
* [[XCOM: Chimera Squad]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        MULTIPLE LANGUAGES BAR                 --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; font-size:.85em;&amp;quot;&amp;gt;&#039;&#039;In other languages: [[Pagina Principal|Español]], [[Главная страница|Pусский]], [[Page_Principale|Français]], [[메인 페이지|한국어]].&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer strategy game series introduced in 1994 by MicroProse.  &lt;br /&gt;
&lt;br /&gt;
This wiki contains a wealth of information including strategy, tactical tips, plus an in-depth look at how the game functions. If you love X-COM and want to contribute, please see the [[UFOpaedia:Community Portal|Community Portal]]. All rookies welcome!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Disclaimer: To be absolutely clear, this site is dedicated to a series of computer games and not to general conspiracy theories regarding UFOs and aliens. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!-- Leading br bevore clear=all, Crome (8.0.522.0) misallingment fix. Still needed for some reason. --&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-right:10px;&amp;quot;&lt;br /&gt;
|[[File:Head red.png|30px]] [[File:Head red.png|30px]] [[File:Head red.png|30px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br / style=&amp;quot;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---- XCOM NEWS BOX    ----&amp;gt;&lt;br /&gt;
{| style = &amp;quot;border:1px #aaa solid; width:64%; height:300px; float:left; margin-right:5px; margin-bottom:5px;&amp;quot;&lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: white; background: #bbb;&amp;quot;  &lt;br /&gt;
! X-COM News&lt;br /&gt;
|-&lt;br /&gt;
|{{:XCOM_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[XCOM_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- UFOPEADIA NEWS BOX   --&amp;gt;&lt;br /&gt;
{| cellpadding = &amp;quot;2&amp;quot; style=&amp;quot;float: left; border:solid #aaa 1px; font-size:95%; width:35%; text-align:center; margin-bottom:10px;&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} &lt;br /&gt;
! UFOPAEDIA News&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| {{:Ufopaedia_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Ufopaedia_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:EU2012_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:XCOM2_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:Chimera_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Prequels to Enemy Unknown (2012)==&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Featured Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan games&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan mods&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFO2000]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenApoc]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO:AI]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Piratez]] ([[OpenXcom]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Long War]] ([[Enemy Unknown (EU2012)|XCOM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Long War 2]] ([[XCOM2]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main| ]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Chimera_Squad&amp;diff=90554</id>
		<title>Category:Chimera Squad</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Chimera_Squad&amp;diff=90554"/>
		<updated>2020-04-29T16:58:27Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of all pages pertaining to [[XCOM: Chimera Squad]].&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:XCOM_2&amp;diff=90553</id>
		<title>Category:XCOM 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:XCOM_2&amp;diff=90553"/>
		<updated>2020-04-29T16:57:47Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of all pages related to [[XCOM 2]].&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:XCOM_2&amp;diff=90552</id>
		<title>Category:XCOM 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:XCOM_2&amp;diff=90552"/>
		<updated>2020-04-29T16:57:10Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of all pages related to [[XCOM 2]].&lt;br /&gt;
[[Category:UFOpaedia]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Chimera_Squad&amp;diff=90551</id>
		<title>Category:Chimera Squad</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Chimera_Squad&amp;diff=90551"/>
		<updated>2020-04-29T16:56:45Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of all pages pertaining to [[XCOM: Chimera Squad]].&lt;br /&gt;
[[Category:UFOpaedia]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=87461</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=87461"/>
		<updated>2018-07-29T22:54:24Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;[[Soldiers (XCOM2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:Slash.png|20px]] [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk aidprotocol.png|20px]] [[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Heros]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;[[Resistance Factions]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Reapers (XCOM2)|Reapers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Skirmishers (XCOM2)|Skirmishers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Templars (XCOM2)|Templars]]&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien &amp;amp; ADVENT Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=85124</id>
		<title>User talk:Falconeye</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=85124"/>
		<updated>2017-07-03T23:59:04Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: /* EU-MEC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EU-MEC==&lt;br /&gt;
&#039;&#039;&#039;[[Assault (EU2012)|Assault MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Shock Absorbent Armor (Long War)|align=justify}}: &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* {{Hit And Run (Long War)|align=justify}}: &#039;&#039;Your first standard shot of each turn against an explosed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Close Encounters (Long War)|align=justify}}:&#039;&#039; The first standard shot made within 4 tiles of the target does not cost an action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Heavy (EU2012)|Heavy MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Absorption Fields (Long War)|align=justify}}: &#039;&#039;Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.&#039;&#039;&lt;br /&gt;
* {{Body Shield (Long War)|align=justify}}: &#039;&#039;Visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* {{Collateral Damage (Long War)|align=justify}}: &#039;&#039;Standard shots are AoE that destroys most cover and hits all eligible targets for 34% damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sniper (EU2012)|Sniper MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Platform Stability (Long War)|align=justify}}: &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* {{In The Zone (Long War)|align=justify}}: &#039;&#039;Killing an exposed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Light Em Up (Long War)|align=justify}}: &#039;&#039;Standard shots no longer end the turn, if taken as the first action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Support (EU2012)|Support MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Distortion Field (Long War)|align=justify}}: &#039;&#039;Nearby allies in cover receive +10 Defense and Damage Reduction 1.&#039;&#039;&lt;br /&gt;
* {{Opportunist (Long War)|align=justify}}: &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&amp;quot;&lt;br /&gt;
* {{Bombard (Long War)|align=justify}}: &#039;&#039;Throw or launch grenades over exceptionally long distances (+50%).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;Activate: lasts on the following 2 turns. (Six-turn cooldown)&amp;lt;br&amp;gt;&#039;&#039;Take three actions this turn, and no action is turn-ending.&amp;lt;br&amp;gt;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&amp;lt;br&amp;gt;Multiple Standard Shots incur a small recoil penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Adaptive Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Combat Awareness&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, confers +15 Defense and Damage Reduction 1 when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Blitz&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;Ballwark&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, the MEC becomes a high cover element. All further damage will be reduced by 2, and always provide high cover to all adjacent squadmates.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| [[File:UIPerk spark wreckingball.png|32px|center]]&#039;&#039;&#039;Wrecking Ball&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, break through walls and cover when moving.&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, confers 2 health recovery at the start of each turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ghost in the Shell=&lt;br /&gt;
==[[Ranger (LW2)|Batou]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)|Ishikawa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)|Ladriya]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)|Maven]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)|Togusa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)|Major Motoko Kusanagi]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Cyborgnetic counter-cyberterrorist field commander in the employ of &amp;quot;XCOM&amp;quot; as tactical squad leader. Her abilities as &amp;quot;...rarer than ESP&amp;quot;; the kind of person that sections of the government hire to assassinate without leaving a trace.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)|Borma]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Gauntlet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The jack of all trades who often handles the task of rear support.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)|Saito]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Holotargeter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=85123</id>
		<title>User talk:Falconeye</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=85123"/>
		<updated>2017-07-03T23:27:06Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EU-MEC==&lt;br /&gt;
&#039;&#039;&#039;[[Assault (EU2012)|Assault MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Shock Absorbent Armor (Long War)|align=justify}}: &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* {{Hit And Run (Long War)|align=justify}}: &#039;&#039;Your first standard shot of each turn against an explosed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Close Encounters (Long War)|align=justify}}:&#039;&#039; The first standard shot made within 4 tiles of the target does not cost an action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Heavy (EU2012)|Heavy MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Absorption Fields (Long War)|align=justify}}: &#039;&#039;Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.&#039;&#039;&lt;br /&gt;
* {{Body Shield (Long War)|align=justify}}: &#039;&#039;Visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* {{Collateral Damage (Long War)|align=justify}}: &#039;&#039;Standard shots are AoE that destroys most cover and hits all eligible targets for 34% damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sniper (EU2012)|Sniper MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Platform Stability (Long War)|align=justify}}: &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* {{In The Zone (Long War)|align=justify}}: &#039;&#039;Killing an exposed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Light Em Up (Long War)|align=justify}}: &#039;&#039;Standard shots no longer end the turn, if taken as the first action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Support (EU2012)|Support MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Distortion Field (Long War)|align=justify}}: &#039;&#039;Nearby allies in cover receive +10 Defense and Damage Reduction 1.&#039;&#039;&lt;br /&gt;
* {{Opportunist (Long War)|align=justify}}: &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&amp;quot;&lt;br /&gt;
* {{Bombard (Long War)|align=justify}}: &#039;&#039;Throw or launch grenades over exceptionally long distances (+50%).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;Activate: lasts on the following 2 turns. (Six-turn cooldown)&amp;lt;br&amp;gt;&#039;&#039;Take three actions this turn, and no action is turn-ending.&amp;lt;br&amp;gt;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Adaptive Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Combat Awareness&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;When Overdrive is activated, confers +15 Defense and Damage Reduction 1 when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Blitz&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;Ballwark&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, the MEC becomes a high cover element. All further damage will be reduced by 2, and always provide high cover to all adjacent squadmates.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| [[File:UIPerk spark wreckingball.png|32px|center]]&#039;&#039;&#039;Wrecking Ball&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, break through walls and cover when moving.&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, confers 2 health recovery at the start of each turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ghost in the Shell=&lt;br /&gt;
==[[Ranger (LW2)|Batou]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)|Ishikawa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)|Ladriya]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)|Maven]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)|Togusa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)|Major Motoko Kusanagi]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Cyborgnetic counter-cyberterrorist field commander in the employ of &amp;quot;XCOM&amp;quot; as tactical squad leader. Her abilities as &amp;quot;...rarer than ESP&amp;quot;; the kind of person that sections of the government hire to assassinate without leaving a trace.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)|Borma]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Gauntlet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The jack of all trades who often handles the task of rear support.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)|Saito]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Holotargeter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=85122</id>
		<title>User talk:Falconeye</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Falconeye&amp;diff=85122"/>
		<updated>2017-07-03T22:24:01Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: /* EU-MEC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==EU-MEC==&lt;br /&gt;
&#039;&#039;&#039;[[Assault (EU2012)|Assault MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Shock Absorbent Armor (Long War)|align=justify}}: &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* {{Hit And Run (Long War)|align=justify}}: &#039;&#039;Your first standard shot of each turn against an explosed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Close Encounters (Long War)|align=justify}}:&#039;&#039; The first standard shot made within 4 tiles of the target does not cost an action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Heavy (EU2012)|Heavy MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Absorption Fields (Long War)|align=justify}}: &#039;&#039;Attacks that would deal more than 10 damage have the damage reduced to 10. All other damage reduction are applied after the hardened shields reduction. Attacks lower than 10 damage are unaffected.&#039;&#039;&lt;br /&gt;
* {{Body Shield (Long War)|align=justify}}: &#039;&#039;Visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* {{Collateral Damage (Long War)|align=justify}}: &#039;&#039;Standard shots are AoE that destroys most cover and hits all eligible targets for 34% damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sniper (EU2012)|Sniper MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Platform Stability (Long War)|align=justify}}: &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* {{In The Zone (Long War)|align=justify}}: &#039;&#039;Killing an exposed or flanked target does not cost an action.&#039;&#039;&lt;br /&gt;
* {{Light Em Up (Long War)|align=justify}}: &#039;&#039;Standard shots no longer end the turn, if taken as the first action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Support (EU2012)|Support MEC]]&#039;&#039;&#039;&lt;br /&gt;
* {{Distortion Field (Long War)|align=justify}}: &#039;&#039;Nearby allies in cover receive +10 Defense and Damage Reduction 1.&#039;&#039;&lt;br /&gt;
* {{Opportunist (Long War)|align=justify}}: &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&amp;quot;&lt;br /&gt;
* {{Bombard (Long War)|align=justify}}: &#039;&#039;Throw or launch grenades over exceptionally long distances (+50%).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;Activate: lasts on the following 2 turns. (Six-turn cooldown)&amp;lt;br&amp;gt;&#039;&#039;Take three actions this turn, and no action is turn-ending.&amp;lt;br&amp;gt;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Adaptive Aim&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Combat Awareness&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers +15 Defense and Damage Reduction 1 when in Overwatch. Cancelled when the MEC fires.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, Standard Shots do not incur recoil penalties and confers 2 bonus damage against target.&#039;&#039;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, &#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, move 3 additional tiles and confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;Ballwark&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When Overdrive is activated, the MEC becomes a high cover element. All further damage will be reduced by 2, and always provide high cover to all adjacent squadmates.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Ghost in the Shell=&lt;br /&gt;
==[[Ranger (LW2)|Batou]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)|Ishikawa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)|Ladriya]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)|Maven]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)|Togusa]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)|Major Motoko Kusanagi]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Cyborgnetic counter-cyberterrorist field commander in the employ of &amp;quot;XCOM&amp;quot; as tactical squad leader. Her abilities as &amp;quot;...rarer than ESP&amp;quot;; the kind of person that sections of the government hire to assassinate without leaving a trace.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)|Borma]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;PDW&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Gauntlet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The jack of all trades who often handles the task of rear support.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)|Saito]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary:&lt;br /&gt;
&#039;&#039;Holotargeter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:XCOM_2:_War_of_the_Chosen&amp;diff=85101</id>
		<title>Category:XCOM 2: War of the Chosen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:XCOM_2:_War_of_the_Chosen&amp;diff=85101"/>
		<updated>2017-06-21T08:37:01Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;War of the Chosen&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:XCOM 2|War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Resistance_Factions&amp;diff=85100</id>
		<title>Resistance Factions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Resistance_Factions&amp;diff=85100"/>
		<updated>2017-06-21T08:36:38Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;&amp;quot;There were three resistance groups that we considered a legitimate threat to ADVENT. Each has proven resilient without XCOM intervention. Together, they&amp;#039;d make one hell of a ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;There were three resistance groups that we considered a legitimate threat to ADVENT. Each has proven resilient without XCOM intervention. Together, they&#039;d make one hell of a fighting force. Too bad they hate each other more.&amp;quot; - Bradord [https://www.youtube.com/watch?v=n3bENBYSucQ]&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=85099</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=85099"/>
		<updated>2017-06-21T08:28:12Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;[[Soldiers (XCOM2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Hero class]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;[[Resistance Factions]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction A&amp;quot;&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction B&amp;quot;&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction C&amp;quot;&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Advent Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_2_Table&amp;diff=85094</id>
		<title>Long War 2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_2_Table&amp;diff=85094"/>
		<updated>2017-06-20T06:38:37Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2 / Shen&#039;s Last Gift [[File:Spark_icon.png|18px]] / Alien Hunters [[File:Alien_rulers.png|20px]]&#039;&#039;&#039; / War of the Chosen [[File:.png|20px]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Who_needs_tygan.jpg|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (LW2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (LW2)|Difficulty Levels]]&lt;br /&gt;
: [[Credits (LW2)|Credits]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Immortal_Commander.jpg|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Commander&#039;s Quarters (LW2)|Commander&#039;s Quarters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bridge (LW2)|Bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyranger (LW2)|Skyranger]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (LW2)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Engineering (LW2)|Engineering]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Living Quarters (LW2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Facilities background Long War.jpg|30px]] &#039;&#039;&#039;[[Facilities (LW2)|Facilities]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Warfare Center (LW2)|Advanced Warfare Center]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guerrilla Tactics School (LW2)|Guerrilla Tactics School]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Proving Ground (LW2)|Proving Ground]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Psionic Labs (LW2)|Psionic Labs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadow Chamber (LW2)|Shadow Chamber]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:The_Few_and_the_Proud_4d26835426aad8fdc64f43b9ae2027758b6ed627.jpg|30px]] &#039;&#039;&#039;[[Soldiers (LW2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Assault (LW2)|Assault]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:UIPerk grenade launcher.png|20px]] [[Grenadier (LW2)|Grenadier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW AreaSuppression.png|20px]] [[Gunner (LW2)|Gunner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW AbilityLightEmUp.png|20px]] [[Ranger (LW2)|Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:UIPerk squadsight.png|20px]] [[Sharpshooter (LW2)|Sharpshooter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:UIPerk phantom.png|20px]] [[Shinobi (LW2)|Shinobi]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:UIPerk hack.png|20px]] [[Specialist (LW2)|Specialist]]&amp;lt;br&amp;gt;&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;
| [[File:LWOfficers AbilityCommand.png|18px]] [[Officers (LW2)|Officer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spark_icon.png|18px]] [[SPARK (LW2)|SPARK]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hero (LW2)|Hero class]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[File:XCOM2 Inv Kevlar Armor.png|40px]] [[Armor (LW2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Inv Frag Grenade.png|40px]] [[Equipment (LW2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 ConvPistol.png|40px]] [[Weapons (LW2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:.png|30px]] &#039;&#039;&#039;Resistance Factions&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction A&amp;quot;&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction B&amp;quot;&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction C&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Advent_coalition.jpg|30px]] &#039;&#039;&#039;Advent Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Advent (LW2)|ADVENT]]&lt;br /&gt;
: [[ADVENT Unit Stats (LW2)|Unit Stats]]&lt;br /&gt;
: [[ADVENT Unit Deployments (LW2)|Unit Deployments]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Alien_rulers.png|20px]] &#039;&#039;&#039;[[Alien Rulers (LW2)|Alien Rulers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (LW2)|Alien Life Forms]]&lt;br /&gt;
:[[The Chosen (LW2)|The Chosen]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford_(xcom2).png|30px]] &#039;&#039;&#039;Strategy Layer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Continent Bonus (LW2)|Continent Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Haven Management (LW2)|Haven Management]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Management (LW2)|Squad Management]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (LW2)|Mission Types]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infiltration (LW2)|Infiltration]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark Events (LW2)|Dark Events]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Advent&#039;s Agenda (LW2)|Advent&#039;s Agenda]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:XCOM2_hbfs_achievement.jpg|30px]] &#039;&#039;&#039;[[Tactics (LW2)|Tactical Layer]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechanics (LW2)|Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Evac (LW2)|Evac]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Reinforcements (LW2)|Alien Reinforcements]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sounds (LW2)|Sound Range]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:First_Blood.jpg|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Strategy (LW2)|Strategy Tips]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tactics (LW2)|Combat Tactics]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Storyline Missions (LW2)|Storyline Walkthrough]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Class Builds (LW2)|Class Builds]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Perk List (LW2)|Perk List]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Customizing LW2|Customizing and Modding LW2]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bring_it_down.jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Change Log (LW2)|Change Log]]&lt;br /&gt;
&lt;br /&gt;
[[Console Commands (LW2) | Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (LW2)|Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting | Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Long War 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=85093</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=85093"/>
		<updated>2017-06-20T06:31:13Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: google XCOM 2: War of the Chosen for details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Hero class]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Resistance Factions&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction A&amp;quot;&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction B&amp;quot;&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;&amp;quot;Faction C&amp;quot;&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Advent Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=84798</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=84798"/>
		<updated>2017-05-12T05:08:22Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Advent Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien Life Forms]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_2_Table&amp;diff=84797</id>
		<title>Long War 2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_2_Table&amp;diff=84797"/>
		<updated>2017-05-12T05:06:36Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2 / Shen&#039;s Last Gift [[File:Spark_icon.png|18px]] / Alien Hunters [[File:Alien_rulers.png|20px]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Who_needs_tygan.jpg|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (LW2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (LW2)|Difficulty Levels]]&lt;br /&gt;
: [[Credits (LW2)|Credits]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Immortal_Commander.jpg|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Commander&#039;s Quarters (LW2)|Commander&#039;s Quarters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bridge (LW2)|Bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyranger (LW2)|Skyranger]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (LW2)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Engineering (LW2)|Engineering]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Living Quarters (LW2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Facilities background Long War.jpg|30px]] &#039;&#039;&#039;[[Facilities (LW2)|Facilities]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced Warfare Center (LW2)|Advanced Warfare Center]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guerrilla Tactics School (LW2)|Guerrilla Tactics School]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Proving Ground (LW2)|Proving Ground]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Psionic Labs (LW2)|Psionic Labs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadow Chamber (LW2)|Shadow Chamber]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:The_Few_and_the_Proud_4d26835426aad8fdc64f43b9ae2027758b6ed627.jpg|30px]] &#039;&#039;&#039;[[Soldiers (LW2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Assault (LW2)|Assault]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:UIPerk grenade launcher.png|20px]] [[Grenadier (LW2)|Grenadier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW AreaSuppression.png|20px]] [[Gunner (LW2)|Gunner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW AbilityLightEmUp.png|20px]] [[Ranger (LW2)|Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:UIPerk squadsight.png|20px]] [[Sharpshooter (LW2)|Sharpshooter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:UIPerk phantom.png|20px]] [[Shinobi (LW2)|Shinobi]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:UIPerk hack.png|20px]] [[Specialist (LW2)|Specialist]]&amp;lt;br&amp;gt;&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;
| [[File:LWOfficers AbilityCommand.png|18px]] [[Officers (LW2)|Officer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spark_icon.png|18px]] [[SPARK (LW2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[File:XCOM2 Inv Kevlar Armor.png|40px]] [[Armor (LW2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Inv Frag Grenade.png|40px]] [[Equipment (LW2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 ConvPistol.png|40px]] [[Weapons (LW2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Advent_coalition.jpg|30px]] &#039;&#039;&#039;Advent Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Advent (LW2)|ADVENT]]&lt;br /&gt;
: [[ADVENT Unit Stats (LW2)|Unit Stats]]&lt;br /&gt;
: [[ADVENT Unit Deployments (LW2)|Unit Deployments]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Alien_rulers.png|20px]] &#039;&#039;&#039;[[Alien Rulers (LW2)|Alien Rulers]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford_(xcom2).png|30px]] &#039;&#039;&#039;Strategy Layer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Continent Bonus (LW2)|Continent Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Haven Management (LW2)|Haven Management]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Management (LW2)|Squad Management]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (LW2)|Mission Types]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infiltration (LW2)|Infiltration]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark Events (LW2)|Dark Events]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Advent&#039;s Agenda (LW2)|Advent&#039;s Agenda]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:XCOM2_hbfs_achievement.jpg|30px]] &#039;&#039;&#039;[[Tactics (LW2)|Tactical Layer]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechanics (LW2)|Mechanics]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Evac (LW2)|Evac]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Reinforcements (LW2)|Alien Reinforcements]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sounds (LW2)|Sound Range]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:First_Blood.jpg|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Strategy (LW2)|Strategy Tips]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tactics (LW2)|Combat Tactics]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Storyline Missions (LW2)|Storyline Walkthrough]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Class Builds (LW2)|Class Builds]] &lt;br /&gt;
|-&lt;br /&gt;
|[[Perk List (LW2)|Perk List]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Customizing LW2|Customizing and Modding LW2]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bring_it_down.jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Change Log (LW2)|Change Log]]&lt;br /&gt;
&lt;br /&gt;
[[Console Commands (LW2) | Console Commands]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (LW2)|Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting | Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Long War 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84737</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84737"/>
		<updated>2017-04-27T04:48:36Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Recommended builds=&lt;br /&gt;
Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Special Ammo, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes, Trench Gun, Killer Instinct, Extra Conditioning, Close Encounters, Close Combat Specialist, Street Sweeper&lt;br /&gt;
&lt;br /&gt;
Summary: This perk tree trades armor and versatility for sheer damage output and manoeuvreability. By combining Run and Gun with Killer instinct one can inflict a lot of damage upon landing a critical hit, and the Trench Gun and Street Sweeper abilities allow for multiple enemies to be taken out in a single shot, allowing for incredible area damage, especially if used as an initiating shot (breaking concealment) where enemies will be tightly clustered. As well Lightning Reflexes allows the Assaulter to run right past multiple overwatch shots to get to their intended target, while Close Encounters and Close Combat specialist provide gap-filling traits where Run and Gun is on Cooldown. Close Encounters may not be usable with Run and Gun but it can be used against foes within 4 tiles as long as the Assaulter hasnt used the ability and is close enough to the target, allowing for two attacks. Even if the target survives (or dodges) both shells Close Combat Specialist allows reaction fire on any foe who comes within 4 tiles, provided ammo is available - and essentially giving a 3rd and final chance before a single target can even attempt to retaliate. All in all this gives the Assault amazing damage potential against almost any foe, whether tanky opponent, or herds of footsoldiers.&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
====Overwatch Sniper-Team====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Create a &#039;&#039;&#039;[[wikipedia:Sniper team|sniper team]]&#039;&#039;&#039; with another soldier to provide proximity security and close-range flanking assistance. Sharpshooter hangs way back from the fighting and let the squad spot targets for them. Incredibly lethal as they rank and learn the very wanted &#039;&#039;Hunter&#039;s Instinct&#039;&#039; and &#039;&#039;Serial&#039;&#039;. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially give anything from 3 kills all the way up to a staggering 24 kills with the right attachments, scenario and a spot of luck. This can completely turn a battle around, all while the Sharpshooter stays out of harms way.&lt;br /&gt;
&lt;br /&gt;
====Designated Marksman====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targeting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Sharpshooter marks targets for their allies to pick off. Can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Sharpshooter a chance to reap some of the benefits. Once a Sharpshooter reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Sharpshooter from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the Sharpshooter to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy Sharpshooter. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84543</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84543"/>
		<updated>2017-04-11T01:26:01Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84542</id>
		<title>Change Log (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Change_Log_(LW2)&amp;diff=84542"/>
		<updated>2017-04-11T01:25:27Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Patch 1.2 (Released Feb. 26, 2017)==&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fix bug in base XCOM 2 relating to mind control. When releasing mind control effect wore off, any active ticking effects (including stun) were still registered to tick only on the mind-controlling player&#039;s turn, instead of the new (original) player&#039;s turn. This resulted in weird side effects in particular for units that were stunned while mind-controlled. Added new code to X2Effect_MindControl.OnEffectRemove to unregister the old listeners and re-register new listeners for any active ticking effects of the appropriate type.&lt;br /&gt;
&lt;br /&gt;
- Regional network tower hack will no longer stun any soldier unit (for modders: this means any unit with a charactertemplate with bIsSoldier = true)&lt;br /&gt;
&lt;br /&gt;
- Fixed two urban maps that were not allowing soldiers to jump low obstacles or break through windows, and we&#039;re placing people to rescue in bad locations. (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Added new AWC melee abilities to Disallowed AWC abilities list so rebels don&#039;t get them (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Crit is now clamped to 0 to 100; Dodge is now capped at 100; Negative dodge now acts like positive crit, allowing only a single tier upgrade. This should prevent edge cases where excessively high dodge or high/low crit scores had unintended impacts on the to-hit calculations.&lt;br /&gt;
&lt;br /&gt;
- Fixed Mind Merge so it lasts through alien turn (SEE WORKAROUND)&lt;br /&gt;
&lt;br /&gt;
- Fixed Kubikiri so it accounts for alien armor when applying damage, and gave it some extra crit damage to make sure stuff gets dead&lt;br /&gt;
&lt;br /&gt;
- Bronzeman setting on Ironman Mode (with ini change) now works&lt;br /&gt;
&lt;br /&gt;
- Corrected bad G-vehicle schedule for alert 16&lt;br /&gt;
&lt;br /&gt;
- AWC cross-training restrictions reconfigured to exclusively use perk triggers (rather than currently bugged class restrictions). SHould see a lot more options open up for training.&lt;br /&gt;
&lt;br /&gt;
- Set Psi Zombies and Avatars to be immune to arc throwers and concussion rockets per their vanilla immunity to stun effects and to cure bugs related to missing stun animations&lt;br /&gt;
&lt;br /&gt;
- Fixed alert levels for Extract_D10_5_LW (was causing a relatively easy schedule to sometimes pop at high alert levels)&lt;br /&gt;
&lt;br /&gt;
- Vipers will no longer attempt to bind units being suppressed, which caused weird behavior.&lt;br /&gt;
&lt;br /&gt;
- Mind Control abilities can no longer target stunned units.&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was preventing stabilized/bleeding out soldier recovery and timed loot recovery on Supply Convoy defense&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug that was allowing stabilized/bleeding out soldier recovery and timed loot recovery on Recruiting Raid&lt;br /&gt;
&lt;br /&gt;
- Fix issue where wounded Sparks could infiltrate more than one mission at a time.&lt;br /&gt;
&lt;br /&gt;
- Disallowed on-mission sparks from being selectable for healing in Engineering.&lt;br /&gt;
&lt;br /&gt;
- More explicit controls to prevent Sparks from being eligible for AWC training.&lt;br /&gt;
&lt;br /&gt;
- Fix CTD issue when pressing up/down arrow in AWC Ability UI&lt;br /&gt;
&lt;br /&gt;
- Added missing &#039;StockSupport&#039; attachments for Coil Cannon.&lt;br /&gt;
&lt;br /&gt;
- Geoscape hotlink will no longer be available in UIPersonnel and Promotion screens when in SquadSelect. This fixes the ability to back out of the Avenger Defense mission and freeze the campaign.&lt;br /&gt;
&lt;br /&gt;
- Handle destroyed evac zone or evac spawn location on Haven Defense. Zone or spawner will relocate to a new location on destruction.&lt;br /&gt;
&lt;br /&gt;
- Add arrow to evac zone/spawner on Haven Defense.&lt;br /&gt;
&lt;br /&gt;
- Flamethrowers given +1 range to get it back to intended 1.0 levels&lt;br /&gt;
&lt;br /&gt;
- Unarmed rebels get 4 hp like their armed counterparts. Fixes issue with NCE killing 1-hp rebels and makes them not drop dead from poison.&lt;br /&gt;
&lt;br /&gt;
- Fixed 2nd tier Focus PCS not providing enough will&lt;br /&gt;
&lt;br /&gt;
- Attempted Fix to Mec Micromissiles and Poison Spit targeting places with no visibility from anyone on alien side&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Proximity Mines project from being available&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config preventing Incendiary bombs from being buildable&lt;br /&gt;
&lt;br /&gt;
- Rebels on mission and appropriate haven advisers are now killed or captured when the mission expires.&lt;br /&gt;
&lt;br /&gt;
- Switched one of the two Rapid Deployment perks in AWC Defense level 2 to level 3&lt;br /&gt;
&lt;br /&gt;
- Fixed issue in which identical Override hack rewards would show up on the same hack attempt&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule: Guerilla_D17_1_LW, was defined as Guerilla_D17_D1_LW, leading to rare missions with way too few bad guys&lt;br /&gt;
&lt;br /&gt;
- Added utility category for Neurowhips in all loc&lt;br /&gt;
&lt;br /&gt;
- Prevented Serial and Traverse Fire and Serial and Hit and Run from appearing on same soldier via AWC due to reported bugginess&lt;br /&gt;
&lt;br /&gt;
- Added Single activity in world restriction to Foothold so you don&#039;t get hit with 16 UFOs at once.&lt;br /&gt;
&lt;br /&gt;
- X2Effect_TemporaryItem will now ignore &amp;quot;SmallItemWeight&amp;quot; ability. Things that give free items should no longer cause mobility penalties (e.g. Flashbanger, Smoker perks).&lt;br /&gt;
&lt;br /&gt;
- Fixed Default Doom reduction on Legend for killing Codex / Avatar were still set to generous vanilla scores; reduced to be in line with other diffs (1 for Codex / 3 for Avatar)&lt;br /&gt;
&lt;br /&gt;
- Iron Skin should no longer show triggering at mission start&lt;br /&gt;
&lt;br /&gt;
- Rebels will only get lasers/mags if you&#039;ve researched the appropriate techs as well as the existing triggering techs. So a mag rush that skips lasers will prevent rebels from getting lasers.&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config LARGE_INTEL_CACHE_REWARD in LW_Overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Fixed bad text in Lethal dark event for all languages&lt;br /&gt;
&lt;br /&gt;
- Fixed KOR Incendiary Bomb project display name loc&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Find a Lead&amp;quot; now capitalized in mission objective in all cases&lt;br /&gt;
&lt;br /&gt;
===Gameplay / Balancing===&lt;br /&gt;
&lt;br /&gt;
- Added Sedate Ability to medikits; will allow you to render unconscious any adjacent human ally who is panicking, stunned or disoriented. This allows them to be carried out of combat. Uses 1 action, does not end turn, has two charges.&lt;br /&gt;
&lt;br /&gt;
- Added Berserker corpse requirement back to Combat Stims&lt;br /&gt;
&lt;br /&gt;
- Increased Gatekeeper Will&lt;br /&gt;
&lt;br /&gt;
- Lost Towers and Alien Nest should pop earlier now (available when you get a POI after ~75-80 days)&lt;br /&gt;
&lt;br /&gt;
- You can take 12 soldiers on invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Added a defend pod job for the 5th pod on a big assault-type mission&lt;br /&gt;
&lt;br /&gt;
- You may now evac to escape from regional network tower missions&lt;br /&gt;
&lt;br /&gt;
- Hail of Bullets now requires 5 ammo. Removed Hail of Bullets from allowed Rebel abilities.&lt;br /&gt;
&lt;br /&gt;
- Danger Zone now only adds 1 tile to Area Suppression Radius instead of 2&lt;br /&gt;
&lt;br /&gt;
- Increased resarch time and/or reduced application chance for several tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we&#039;ll continue gathering feedback on and may make further changes for 1.3.&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_MG costs reduced, requires Codex research and Codex corpse, provides +10 to psi offense instead of +15, updated all locs&lt;br /&gt;
&lt;br /&gt;
- PsiAmp_BM costs reduced, requires Gatekeeper research / Gatekeepr corpse, provides +20 to psi offense instead of +30, updated all locs&lt;br /&gt;
&lt;br /&gt;
- Delayed first chance of Avenger Defense dark event based on DifficultySetting. Hunter UFO will cap at 14 days flight time.&lt;br /&gt;
&lt;br /&gt;
- Engineer advisers will now appear on resistance Supply Convoy missions, and Scientist advisers on Intel Raid missions in addition to retaliations. Soldiers will continue to appear on all raid types and retaliations.&lt;br /&gt;
&lt;br /&gt;
- Removed Codex teleport from list of allowed yellow alert abilities&lt;br /&gt;
&lt;br /&gt;
- Gave Rookie Spark +5 aim to match Rookie diff soldier bonus&lt;br /&gt;
&lt;br /&gt;
- Increased Scout detection range&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Added version number to credits scroller&lt;br /&gt;
&lt;br /&gt;
- Set up mission brief that appears in geoscape and squadselect with some parameters of current mission, like turn counters, type of evac, whether corpses are gathered, etc.&lt;br /&gt;
&lt;br /&gt;
- Added average scatter display (updates in real time) for rocket/blaster launcher targeting.&lt;br /&gt;
&lt;br /&gt;
- Added new NavHelp button &amp;quot;Strip All Weapon Upgrades&amp;quot; to UIArmory_Loadout, UISquadSelect and the Upgrades UI.&lt;br /&gt;
&lt;br /&gt;
- Added explainer text for all languages for rocket scatter, how to build a radio relay, the liberation progress pips, green/yellow alert mechanics&lt;br /&gt;
&lt;br /&gt;
- Added hint that liberation moves you toward unlocking aliens true purpose&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Remove &#039;const&#039; from plot and parcel definition arrays in XComParcelManager. Allows easier mod access to add new objective kinds to existing plots.&lt;br /&gt;
&lt;br /&gt;
==Patch 1.1 (Released Jan. 28, 2017)==&lt;br /&gt;
&lt;br /&gt;
===1.1 Hotfix===&lt;br /&gt;
-Fix for issue where Reinforcements could take yellow alert (offensive) reflex actions. Bug in 1.1 briefly made them more likely to take reflex actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug preventing tactical Dark Events from occurring. This will cause a meaningful increase in difficulty. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing captured soldiers to not be controllable after hacking the cells in Jailreak missions.&lt;br /&gt;
&lt;br /&gt;
- Fixed an array bug that was causing not all tiles to be partitioned correctly when applying explosive environmental damage falloff.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which buildable weapon upgrades were ignoring INSTANT_BUILD ini setting, making them take time to build&lt;br /&gt;
&lt;br /&gt;
- Fix vanilla setting causing AI to adjust their patrol paths in response to XCOM&#039;s movement without any direct knowledge of them. (Default behavior can be re-enabled via config)&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives can now equip heavy weapons (with appropriate armor).&lt;br /&gt;
&lt;br /&gt;
- Fix for non-commanding officers on a mission getting officer abilities.&lt;br /&gt;
&lt;br /&gt;
- Disorient effects will now cancel overwatch on units that are already disoriented.&lt;br /&gt;
&lt;br /&gt;
- Soldiers that are in a permanent squad, but are temporarily assigned to another squad for one mission, will now be removed from their permanent squad if killed or captured. This could cause a CTD if a dead soldier was sent on a mission.&lt;br /&gt;
&lt;br /&gt;
- Corrected line-break in RapidTargeting detailed help text and other typos.&lt;br /&gt;
&lt;br /&gt;
- Disallowed Field Medic from list of possible Rebel skills&lt;br /&gt;
&lt;br /&gt;
- Increased delayed init for infiltration squad select by .25 secs to prevent some UI wonkiness&lt;br /&gt;
&lt;br /&gt;
- Fixed base-game issue that could cause POIs (points of interest on the geoscape) to become unselectable. POIs now have minimum Weight of 1 instead of 0.&lt;br /&gt;
&lt;br /&gt;
- Fix pod leaders flanking themselves on scamper. This was an unintended side-effect of fixing the AI lock-up if a pod activates out in the fog due to taking damage while xcom is concealed (e.g. by spawning on top of fire or being too close to a sectopod/big chryssy/etc that walks on something explodey). Fixed by restoring the original behavior except if no xcom can see the scampering unit.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in UITacticalHUD_AbilityColor that was causing bad objective ability colors&lt;br /&gt;
&lt;br /&gt;
- Added check for Kill Zone/Gunslinger being active to conditions for Command and Fall Back&lt;br /&gt;
&lt;br /&gt;
- Fixed bad schedule entry (AdvFireteambucket_lw) in G_V_D10_5&lt;br /&gt;
&lt;br /&gt;
- Removed possibility you can spawn two of the same ruler on black site mission&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing Full Kit to grant a partial extra ghost grenade&lt;br /&gt;
&lt;br /&gt;
- Bugfix for alert locations: adjust the location to ensure it&#039;s pathable so the pods can actually try to get there. Prevents locked pods on awkward maps like the network tower.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with faceless that are acting as xcom soldiers on rendezvous were being removed from the haven on mission end. These faceless have not blown their cover and remain. &lt;br /&gt;
&lt;br /&gt;
- Fix bug with the post-rendezvous cleanup of faceless spies only removing the first one (this was masked by the above bug).&lt;br /&gt;
&lt;br /&gt;
- Added SMG Range profile to hunter pistol weapons via template mod. &lt;br /&gt;
&lt;br /&gt;
- Fixed incorrect offset for CoilCannon Reargrip B.&lt;br /&gt;
&lt;br /&gt;
- Officer ranknames/icons now only show once officerRank &amp;gt; 0. Pulling a trainee from the tube will no longer lock their rank at NCO.&lt;br /&gt;
&lt;br /&gt;
- Fix bug allowing reinforcement units to get yellow reaction shots.&lt;br /&gt;
&lt;br /&gt;
- Item-based template mod now removes environment falloff for CombatEngineer, not TandemWarheads&lt;br /&gt;
&lt;br /&gt;
- Fixed bad config for WARCRY_OTHER_BONUS that was preventing war cry from being applied to any unit that wasn&#039;t a Muton type.&lt;br /&gt;
&lt;br /&gt;
- Rebels can no longer accrue to an officer&#039;s leadership bonus pool. &lt;br /&gt;
&lt;br /&gt;
- Fixed bug in sorting by mission count for Leadership display for officers&lt;br /&gt;
&lt;br /&gt;
- Added more info to Leadership display (rank, class), and additional secondary sorting criteria.&lt;br /&gt;
&lt;br /&gt;
- Attempted fix to change end of month report to display delta doom since previous month (since limited to 12 pips). &lt;br /&gt;
&lt;br /&gt;
- Added new icon for AlienGrenade (based on EU/EW version). Swapped it in for soldier AlienGrenade item and MutonGrenade variants&lt;br /&gt;
&lt;br /&gt;
- Removed SoundCue audio from narrative moment for AutopsyMuton_M3 bink.&lt;br /&gt;
&lt;br /&gt;
- Added UpdateNavHelp override to officer pack promotion UI to disable Ability Info button when controller isn&#039;t active.&lt;br /&gt;
&lt;br /&gt;
- Added condition to officer pack to prevent display of &amp;quot;Officer already selected&amp;quot; warning unless UISquadSelect is active, and not in squad management.&lt;br /&gt;
&lt;br /&gt;
- Added Frostbomb as a valid support-type grenade for RapidDeployment&lt;br /&gt;
&lt;br /&gt;
- Adding grenade targeting to XComGame to provide smoke preview fixes.&lt;br /&gt;
&lt;br /&gt;
- SetMaxForceLevel=99 sted 20 on final entries in variousspawnweightsarrays in characterstats.ini&lt;br /&gt;
&lt;br /&gt;
- Faceless from &#039;Infiltrators &#039; Dark Event; Faceless pods (1x FacelessCivilian + 1xCivilian) replaced with a new _LW variant that uses 1x FacelessCivilian and 1x HostileCivilian. Avoids the regular civilian on these missions from having &lt;br /&gt;
no detection squares. FacelessCivilian template has bIsHostileCivilian=true, giving them detection squares. FaclessCivilian now excluded from infiltration detection modifiers that aliens usually get. Avoids them being detectable on high-infil missions due to a lower detection radius than civilians (which do not have this modifier applied).&lt;br /&gt;
&lt;br /&gt;
- Fixed some bad FL15 boss definitions in mission schedules&lt;br /&gt;
&lt;br /&gt;
- Fixed sticky Dark Event Reveal button issue by destroying the button when selecting to reveal a hidden event.&lt;br /&gt;
&lt;br /&gt;
- Partial fix for extraneous Dark Events. Added validation code that runs once per day when the Activity Manager generates new activities&lt;br /&gt;
&lt;br /&gt;
- Added new socket overrides for AlienLgt_Std_A_* torsos to correct HeavyWeapon socket position on DLC2 hunter armor. &lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITextContainer to fix vertical autoscrolling behavior&lt;br /&gt;
&lt;br /&gt;
- Made some fixes to XComGame.UITacticalHUD_ShotWings to fix vertical autoscrolling behavior.&lt;br /&gt;
&lt;br /&gt;
- StandardShot has a special ApplyWeaponDamage ability intended to be upgraded by stock weapon upgrades. Added a condition to prevent non-damaging events from triggering this. This will fix Area Suppression ending on misses and Evasive not working as well as it should.&lt;br /&gt;
&lt;br /&gt;
- Removed the persistent flag for Bombard and JavelinRocket abilities, as they don&#039;t need to persist when switching from tactical to strategy&lt;br /&gt;
&lt;br /&gt;
- Squads will now reliably halt on configured infiltration halt points, instead of just once per squad.&lt;br /&gt;
&lt;br /&gt;
- Fix for displayed negative/underflow time on expiring mission passed 100% infiltration. &lt;br /&gt;
&lt;br /&gt;
- Hacked doors on jailbreak after a restart level would not unlock all doors.&lt;br /&gt;
&lt;br /&gt;
- Adjusted the DLC2 HunterWeaponPOI alert so that it triggers &#039;HunterWeaponsViewed&#039; when carry on is pressed.&lt;br /&gt;
&lt;br /&gt;
- Fixed a base-game issue where multi-unit movement could sometimes result in a unit temporarily teleporting to the 0,0,0 tile, which could result in concealment break / reaction fire trigger. &lt;br /&gt;
&lt;br /&gt;
- Corrected LEADERSHIP_COVERTNESS_PER_MISSION from 0.075 to 0.0075.&lt;br /&gt;
&lt;br /&gt;
- Dismiss button is now disabled in UIArmory_MainMenu if soldier is training.&lt;br /&gt;
&lt;br /&gt;
- Added event listener to squad manager to remove a unit from squad when unit is dismissed.&lt;br /&gt;
&lt;br /&gt;
- Fix for Resistance mecs and liaisons having their abilities refreshed in a new gamestate without having a new unit state created and added to that state. This could have unpredictable results.&lt;br /&gt;
&lt;br /&gt;
- Fix for rare bug causing units to be unable to move in tactical. They have a leftover &amp;quot;Immobilized&amp;quot; unit value assigned to them with a eCleanup_Never policy. This prevents them from taking any actions. I have no idea how the unit got into this state - the only thing that sets Immobilized with a Never policy is bind, and that is usually removed when the binding unit is killed/flashed. Somehow this unit got out of tactical with the flag still applied. To fix the unit I added a \LWSetUnitValue console command so the affected unit can be unstuck (and any other unit value assigned or changed, but only with a BeginTactical cleanup policy). Also change the bind ability to use the BeginTactical cleanup policy, like just about every other ability in the game.&lt;br /&gt;
&lt;br /&gt;
- Added AvengerDefense_LW to the INTERVENTION_INVALID_MISSIONS list.&lt;br /&gt;
&lt;br /&gt;
- Fix for Combatives animation not firing.&lt;br /&gt;
&lt;br /&gt;
- Skulljack and Skullmine should show correct icon colors now&lt;br /&gt;
&lt;br /&gt;
- Avatar progress modifier display in ResistanceManagement now rounds instead of truncates (so 0.98% =&amp;gt; 1% instead of 0%). Also fixed potential issue with localized string.&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in which Wraith Suit (Shadow Armor) was repeatable tech&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in facility configuration that may have ignored some elerium core costs&lt;br /&gt;
&lt;br /&gt;
- Fixed loc error in &amp;quot;low on scientists&amp;quot; and &amp;quot;low on engineers&amp;quot; that said you can buy them with intel (english only)&lt;br /&gt;
&lt;br /&gt;
- Added calls to ResHQ.AddGlobalEffectString using DarkEvent GetPostMissionText when completing dark event missions.&lt;br /&gt;
&lt;br /&gt;
- Disable the pointless mission counter UI on supply convoy missions.&lt;br /&gt;
&lt;br /&gt;
- AWC Abilities button in Armory (and foreknowledge of trainable AWC abilities) does not appear until you build AWC&lt;br /&gt;
&lt;br /&gt;
- Fixed missing psigate schedule/diff level (4)&lt;br /&gt;
&lt;br /&gt;
- Alien Facility lead RP increment corrected from bad huge erroneous value&lt;br /&gt;
&lt;br /&gt;
- Fixed bug in Plot_TWN_Mixed_LgObj_10_LW and _11_LW maps that were allowing out-of-bounds objectives to spawn&lt;br /&gt;
&lt;br /&gt;
- Cleanup of multiple map plots and custom parcels. Shout out to McDenny&#039;s &#039;09 for the labor.&lt;br /&gt;
&lt;br /&gt;
- Fix civilians rescued summary for Soldier VIPs.&lt;br /&gt;
&lt;br /&gt;
- Set max hacking loss from NCE to -4 so everybody has at least 1 hacking and can use their xPhone&lt;br /&gt;
&lt;br /&gt;
- Fixed description of Armor Piercing Rounds so it doesn&#039;t say all armor in INT, FRA, ESN, ITA.&lt;br /&gt;
&lt;br /&gt;
- Snapshot modifier no longer applies to pistol, only to the weapon in the slot assigned to the ability (primary weapon).&lt;br /&gt;
&lt;br /&gt;
- Shortened Polish translations of SquadSize and Covertness infiltration modifiers. &lt;br /&gt;
&lt;br /&gt;
- DLC missions will no longer have encounters changed by our postencounter code, so no more lone trooper in the towers mission&lt;br /&gt;
&lt;br /&gt;
- Added plating category localization text to Carapace Plating item.&lt;br /&gt;
&lt;br /&gt;
- Added replacement 512px image for Carapace Plating.&lt;br /&gt;
&lt;br /&gt;
- Fix for zero intel cost showing up on shadow / plot projects with no intel cost&lt;br /&gt;
&lt;br /&gt;
- Fixed Propaganda mission rewards (personnel no longer will be granted)&lt;br /&gt;
&lt;br /&gt;
- Added a check for minimal env damage for application of sapper, combat engineer and randomness, so flashbangs won&#039;t start nuking planters&lt;br /&gt;
&lt;br /&gt;
- Fixed iSoundRange ini values for some weapons&lt;br /&gt;
&lt;br /&gt;
- Fixed a bug causing Cutthroat not to grant crit bonuses&lt;br /&gt;
&lt;br /&gt;
- Fixed issue where squad icon would not disappear from geoscape when aborting an infiltration.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks causing the evac zone to disappear and reappear on recruit raid missions.&lt;br /&gt;
&lt;br /&gt;
- Fix bug with sparks not being able to rescue civilians on terror/defend/invasion missions.&lt;br /&gt;
&lt;br /&gt;
- Fix objective updating for optional rescue objective on defend missions.&lt;br /&gt;
&lt;br /&gt;
- Handle failure to complete the sweep objective on terror missions: rebels left behind on the map in this case do not survive, but rescued ones do. Similar fixes to invasion mission.&lt;br /&gt;
&lt;br /&gt;
- Swapped ViperM1 and ViperM2 weapon damages so progression is 5,6,7 not 6,5,7&lt;br /&gt;
&lt;br /&gt;
- Fix for Grazing Fire perk causing you to never miss&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting will no longer provide damage bonuses to area of effect attacks or damage per turn effects, just to melee and direct firearm attacks.&lt;br /&gt;
&lt;br /&gt;
- Fixed Precision Shot not applying crit damage bonus&lt;br /&gt;
&lt;br /&gt;
- Fixed bug causing advanced rocketeers to be excluded from some pods&lt;br /&gt;
&lt;br /&gt;
- Set up separate Advent reinforcement encounters to prevent drone from arriving on ATT (as it was bugged visualization when it did)&lt;br /&gt;
&lt;br /&gt;
- Fixed stiletto rounds not working&lt;br /&gt;
&lt;br /&gt;
- Units in reinforcement pods dropping out of LoS are now marked with a special marker preventing them from taking reflex actions on the turn they spawn. This brings them in line with units that spawn in LoS and immediately activate, which also currently are not permitted reflex actions.&lt;br /&gt;
&lt;br /&gt;
===Balancing / Gameplay===&lt;br /&gt;
&lt;br /&gt;
- Psi Operatives now gain three psi perks upon initial training. They must gain XP on missions to be allowed to train further. They still may choose from three perks to train and may train powerful perks early in their development, but that will require they stay in the tube for an extended period. They may only train one ability per rank so may not train further after they achieve maximium rank. Psi offense and enemy will progression reworked. Rework of psi tree to better match training times with ability power.&lt;br /&gt;
&lt;br /&gt;
- Set up Shaped Charge grenade with full loc! Thanks awesome translators!&lt;br /&gt;
&lt;br /&gt;
- Faceless now steal supplies as a percent instead of absolute value.&lt;br /&gt;
&lt;br /&gt;
- Swapped around Covert, Conceal and Tradecraft on Shinobi tree. NOTE: THIS WILL CHANGE EXISTING CAMPAIGNS. Sorry.&lt;br /&gt;
&lt;br /&gt;
- Swapped Chain Shot and Tandem Warheads on Grenadier tree. ALSO SORRY.&lt;br /&gt;
&lt;br /&gt;
- Grenades versus most vehicles should not cause immediate explosions reliably without Sapper + Combat Engineer perk. Sapper tends to set them on fire for a future explosion. Trikes will still blow up a lot. Cars with open doors will blow up more often.&lt;br /&gt;
&lt;br /&gt;
- Huge revision of flamethrower targeting mechanics that Rachel spent 4 days on:&lt;br /&gt;
:*Preview of tiles and affected units should match units affected.&lt;br /&gt;
:*Should be better at shooting from behind full cover. Step out should properly preview and and animate.&lt;br /&gt;
:*Can now path around behind obstacles that block LOS, acting more like a real flamethrower.&lt;br /&gt;
:*Destructible actors will no longer be highlighted, since flamethrowers do not do direct environmental damage (only start fires).&lt;br /&gt;
:*Increased the width of the flamethrower target effect from 5 tiles to 6 tiles at the end.&lt;br /&gt;
:*Rebalance of damage and fire chances because it&#039;s so much more effective now, specifically, Reduced chance to directly apply burning effect from 75% to 60% for flamethrower/firestorm, and from 33% to 20% for Roust; Reduced % of tiles set on fire from 85% to 50% for flamethrower, and from 25% to 20% for Roust. Firestorm is unchanged.&lt;br /&gt;
:*Targeting now happens half a vertical tile higher, making it easier to hit adjacent enemies, plus tiles close to unit will not be able to set on fire as often&lt;br /&gt;
:*Placing cursor on enemy while targeting will no longer cause flamethrower to aim up in into the air.&lt;br /&gt;
:*Targeting will now show a vertical cone to help visualize that the flamethrower is affecting tiles in a 3D cone.&lt;br /&gt;
&lt;br /&gt;
- Rendezvous activity now has regional instead of global cooldown.&lt;br /&gt;
&lt;br /&gt;
- A region&#039;s liberation status now affects infiltration time on Golden Path and facility sabotage missions. Base infiltration time for those missions significantly increased to encourage liberation in those regions.&lt;br /&gt;
&lt;br /&gt;
- Chances for Haven Faceless to help generate retaliation and raid missions reduced.&lt;br /&gt;
&lt;br /&gt;
- Set Mission Timers modifier to +2 on veteran sted +1, because we listen and care&lt;br /&gt;
&lt;br /&gt;
- Added a bunch of AWC perks to each level, lots of doubling up and a few (Combat Fitness, Lone Wolf, Damn Good Ground) that cross offense and defense&lt;br /&gt;
&lt;br /&gt;
- Shadow Chamber takes more days to build, significant reduction in research times for shadow chamber projects (50% or so), added intel cost to research shadow chamber projects&lt;br /&gt;
&lt;br /&gt;
- Significant number of new schedules to increase granularity at higher alert levels. This makes small deltas (changes) in infiltration more meaningful.&lt;br /&gt;
&lt;br /&gt;
- Green alert enemies can now sometimes take green (defensive) reflex actions after scamper; removed Beaglerush maneuver&lt;br /&gt;
&lt;br /&gt;
- Rookies can now show up on Jailbreaks with the same % chance as the recruiting job. Jailbreaks can now have up to 6 prisoners to rescue, but they are limited in the early months.&lt;br /&gt;
&lt;br /&gt;
- Removed Lightning Reflexes from ViperM2, removed ViperM2 from Scout job&lt;br /&gt;
&lt;br /&gt;
- Added Terror Bucket encounters to some intel raids and alien bases, and as reinfs on defend and supply convoy raid&lt;br /&gt;
&lt;br /&gt;
- Made Black Market personnel a bit cheaper on all diffs but Legend&lt;br /&gt;
&lt;br /&gt;
- Added config var allowing bias toward soldier recruits if a haven is full&lt;br /&gt;
&lt;br /&gt;
- Adjusted down some PCS trading post costs, Spark gear costs, armor research costs, armor costs&lt;br /&gt;
&lt;br /&gt;
- Added some Faceless civilians on rare guerrilla ops&lt;br /&gt;
&lt;br /&gt;
- Set Defend missions to spawn reinfs based on proximity to evac zone instead of squad centerpoint&lt;br /&gt;
&lt;br /&gt;
- Rookie max wound time shorter&lt;br /&gt;
&lt;br /&gt;
- Rookie, Commander longer Doom intervals for fortress (day or two)&lt;br /&gt;
&lt;br /&gt;
- Added new advent units to war cry bonus list&lt;br /&gt;
&lt;br /&gt;
- Capped Advent Grenadier as 1 per pod&lt;br /&gt;
&lt;br /&gt;
- Reduced Hack Defense on Hunter Drone&lt;br /&gt;
&lt;br /&gt;
- Removed Charger, Defender AI job from the game (pod jobs does it better)&lt;br /&gt;
&lt;br /&gt;
- Added configuration multiplier for AWC pistol training times, initially set to 75% of normal.&lt;br /&gt;
&lt;br /&gt;
- Defend/Guard pods can now patrol within a small area near their destination once they reach it. Keeps them from standing absolutely still when they have reached their defend location, so they&#039;re a little less predictable. Also ensures their alert gets periodically refreshed so they won&#039;t lose it.&lt;br /&gt;
&lt;br /&gt;
- New avenger defense podjobs for the two assault pods and the defender pod. Defender pod will stay near the disruptor (as in vanilla). Assault pods will charge the avenger like everyone else but include &#039;Charger&#039; job leaders that will attempt to enter the avenger landing area.&lt;br /&gt;
&lt;br /&gt;
- Hunter Rifle Aim and Crit stats scale up with tech, also gains 1 shred at all tech levels&lt;br /&gt;
&lt;br /&gt;
- Adjusted up advanced Hunter Pistol and Axe damage stats&lt;br /&gt;
&lt;br /&gt;
- Removed possibility of Alien Rulers on Regional Network Tower missions&lt;br /&gt;
&lt;br /&gt;
- Reduced Spark build cost to same as Mechanized Warfare research&lt;br /&gt;
&lt;br /&gt;
- Increased spark rifle damage from 5.5 - 9 - 12.5 to 7.5 - 10 - 12.5, gave aim and ammo bonii as you upgrade weapons, gave spark more aim at high levels&lt;br /&gt;
&lt;br /&gt;
- Sparks now get 5 ablative armor HP&lt;br /&gt;
&lt;br /&gt;
- Set all drawbridges to down on all rooftops maps. Added custom versions of the two small vanilla rooftop maps with this in place.&lt;br /&gt;
&lt;br /&gt;
- Increased chances for datapads as loot and in Black Market&lt;br /&gt;
&lt;br /&gt;
- Made some techs and plasma weapons cheaper&lt;br /&gt;
&lt;br /&gt;
- Reduced reveal cost of dark events to 5 intel&lt;br /&gt;
&lt;br /&gt;
- Reduced duration of 50% job effectiveness dark events from a month to average 15 days&lt;br /&gt;
&lt;br /&gt;
- Increased Avatar delay hours per global vig from 8 to 10&lt;br /&gt;
&lt;br /&gt;
- All varieties of smoke now counter the crit bonus from flanking.&lt;br /&gt;
&lt;br /&gt;
- DLC POIs set to 1-2 days just like the rest&lt;br /&gt;
&lt;br /&gt;
- Standardized weights for all POIs to prevent any zeroing-out late campaign.&lt;br /&gt;
&lt;br /&gt;
- Protect Data will reward supplies if all POIs exhausted&lt;br /&gt;
&lt;br /&gt;
- More Hit Points for M3s on Legend&lt;br /&gt;
&lt;br /&gt;
- Lost Towers POI won&#039;t appear to FL 8; Alien Nest won&#039;t appear until FL 12&lt;br /&gt;
&lt;br /&gt;
- Set Flanking Crit chance for xcom soldiers, rebels, sparks to 40 in all diffs&lt;br /&gt;
&lt;br /&gt;
- Dark Events will now first trigger on a difficulty-based month setting&lt;br /&gt;
&lt;br /&gt;
- GTS projects get cheaper&lt;br /&gt;
&lt;br /&gt;
- Recruit soldier bias goes to 80-20 in full regions&lt;br /&gt;
&lt;br /&gt;
- Set lose mode to 28 days, 24 on legend&lt;br /&gt;
&lt;br /&gt;
- Made liberation sequence missions a little easier to detect&lt;br /&gt;
&lt;br /&gt;
- HEAT Warheads will check for existing shred &amp;gt; 0 on grenade before adding more shred.&lt;br /&gt;
&lt;br /&gt;
- Hunker Down bonii will no longer apply to units flanking you&lt;br /&gt;
&lt;br /&gt;
- Fixed alloy padding dark event so it only pops post-codex&lt;br /&gt;
&lt;br /&gt;
- Reduced some enemy defense scores on lower diffs&lt;br /&gt;
&lt;br /&gt;
- Reduced application chance of some tactical dark events&lt;br /&gt;
&lt;br /&gt;
- Gave rookie-diff xcom soldiers +5 offense&lt;br /&gt;
&lt;br /&gt;
- Added one day to cooldown between FL UFOs (so it&#039;s 16 days instead of 15)&lt;br /&gt;
&lt;br /&gt;
- Fixed bad icon for Rapid Targeting passive&lt;br /&gt;
&lt;br /&gt;
- Change the secure UFO reinforcement pod on timer expiry to an 8 pod. Increased timer significantly.&lt;br /&gt;
&lt;br /&gt;
- The following perks will provide no bonuses if the unit it is impaired (stunned, disoriented, unconscious, panicking, mind controlled) or burning: Damn Good Ground (defense only), Lone Wolf (defense only), Will to Survive, Tactical Sense, Lightning Reflexes_LW, Infighter, Hard Target, Combat Awareness.&lt;br /&gt;
&lt;br /&gt;
- Added standard shootereffectexclusions for Ghostwalker (so can&#039;t do it in lots of bad situations)&lt;br /&gt;
&lt;br /&gt;
- New Region Contact is now 3-4 days sted 4-6&lt;br /&gt;
&lt;br /&gt;
- Focus Fire aim bonus increased from 4 to 5&lt;br /&gt;
&lt;br /&gt;
- Increased officer command range significantly&lt;br /&gt;
&lt;br /&gt;
- A few rookie settings changes&lt;br /&gt;
&lt;br /&gt;
- Returned Insanity and Soulfire cooldowns to vanilla&lt;br /&gt;
&lt;br /&gt;
- Reduced research time for Sectoid Autopsy &lt;br /&gt;
&lt;br /&gt;
- Clutch Shot no longer works at squad sight range&lt;br /&gt;
&lt;br /&gt;
- Set Priorities on General Ops to the be same to mix them up, particularly when a new region is contacted&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for Medium and Heavy Tier III armors, reduced crystal cost for Light Tier III armor&lt;br /&gt;
&lt;br /&gt;
- Removed elerium core cost for plasma pistol and alloy cannon. Inreased alloy cost for Alloy Cannon.&lt;br /&gt;
&lt;br /&gt;
- Removed Corpse costs from advanced heavy weapons projects&lt;br /&gt;
&lt;br /&gt;
- Increased env damage on all heavy armor weapons&lt;br /&gt;
&lt;br /&gt;
- Shredstorm Cannon Project now requires only Battle Armor and Advanced Coilguns&lt;br /&gt;
&lt;br /&gt;
- Plasma Blaster Project now requires only Battle Armor and Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
- Gave war suit +1 armor, -1 hp&lt;br /&gt;
&lt;br /&gt;
- Scanning Protocol now gains bonus charges from 2nd and 3rd tier Gremlins&lt;br /&gt;
&lt;br /&gt;
- Higher-tech swords and knife gain higher aim bonuses &lt;br /&gt;
&lt;br /&gt;
- Allowed you to take 10 soldiers on an invasion mission&lt;br /&gt;
&lt;br /&gt;
- Mind Control via insanity attack now lasts two turns and is ini-configurable&lt;br /&gt;
&lt;br /&gt;
- Shadow / Wraith armor now offers greater infiltration bonus&lt;br /&gt;
&lt;br /&gt;
- Made several proving ground projects cheaper&lt;br /&gt;
&lt;br /&gt;
- Commander default evac delay increased to 4 turns, same as Legend&lt;br /&gt;
&lt;br /&gt;
- Evac timer -2 only awarded on 200% infiltration instead of 190%&lt;br /&gt;
&lt;br /&gt;
- Decreased tradecraft infil bonus to .75; Ghostwalker bonus to .98, Covert bonus improved to .95, Reduced Spark infil penalty to 1.34&lt;br /&gt;
&lt;br /&gt;
- Reduced tube time for a lot of officer ranks&lt;br /&gt;
&lt;br /&gt;
- Some missions will have extra evac time associated with them. This is a new-activity-mission variable. This was initially set for Liberation step 1, all three pre-UFO-intel-lead missions, and COINOps&lt;br /&gt;
&lt;br /&gt;
- Liberation missions will not be available on Legendary until 2nd month. Ini-configurable.&lt;br /&gt;
&lt;br /&gt;
- Embiggened patrol zones on Troop Maneuvers&lt;br /&gt;
&lt;br /&gt;
- Added accuracy bonus to Death From Above for sniper rifle that cancels weapon-based accuracy at squadsight ranges. LOC undocumented bonus in Japanese, good in all other languages.&lt;br /&gt;
&lt;br /&gt;
- Set Combat Stims cost to reflect they are consumed upon use&lt;br /&gt;
&lt;br /&gt;
- Changed up Alien HQ loot, moved supplies to loot table and gave you a bunch of datapads to extract intel from&lt;br /&gt;
&lt;br /&gt;
- Generals a little tougher on advanced difficulties&lt;br /&gt;
&lt;br /&gt;
- Removed SMG-laser env damage&lt;br /&gt;
&lt;br /&gt;
- Zeroed out sword env damage&lt;br /&gt;
&lt;br /&gt;
- Reduced damage spread on all shotguns&lt;br /&gt;
&lt;br /&gt;
- Zeroed out crit penalty at squadsight ranges&lt;br /&gt;
&lt;br /&gt;
- Updated some stat Not-Created-Equally stat trades&lt;br /&gt;
&lt;br /&gt;
- Added some melee abilities to AWC for gunner/shinobi&lt;br /&gt;
&lt;br /&gt;
- Vital Point Targeting bonus damage now proceeds as 1, 1, 2&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
&lt;br /&gt;
- Added linux/mac formatted movies to project. Requires pending Feral patch to base-game XCOM 2 for them to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QOL===&lt;br /&gt;
&lt;br /&gt;
- Set &#039;bronzeman&#039; style restart mission controls. Enabled on non-ironman campaigns; requires setting an ini flag in gamecore to enable on ironman campaigns.&lt;br /&gt;
&lt;br /&gt;
- AWC and officer training can now be initiated from the relevant Armory Promotion UI.&lt;br /&gt;
&lt;br /&gt;
- Set VeteranSoldierRank to 0 so all customization options are available from start&lt;br /&gt;
&lt;br /&gt;
- Weapons and armor should be sorting better in engineering&lt;br /&gt;
&lt;br /&gt;
- Regions in resistance management will now show bullets for each liberation stage completed&lt;br /&gt;
&lt;br /&gt;
- Attempted to get rid of swaying camera effect for berserker rage&lt;br /&gt;
&lt;br /&gt;
- Add the loot ability to rebel soldiers. Rebels on Rendezvous and IntelRaid will be able to pick up loot that drops, and it will be recovered at the end of the mission. Rebels in SupplyRaid would work too if anyone dropped loot. Unarmed rebels on terror missions or recruit raid cannot loot.&lt;br /&gt;
&lt;br /&gt;
- Strip gear buttons in UILoadout will not strip units in the current squad.&lt;br /&gt;
&lt;br /&gt;
- Add a mission expiry panel to the custom mission screen for non-infinite duration inflitration missions.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Coil Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Removed camera shake from Laser Cannon during suppression.&lt;br /&gt;
&lt;br /&gt;
- Added new config to Helpers_LW named LowStrengthTriggerCount. This allows using this value (if defined &amp;gt;= 1) instead of GetMaxSoldiersAllowedOnMission for triggering UIForceUnderstrength. ID 1577&lt;br /&gt;
&lt;br /&gt;
- Added standard sound fx for the command and oscar mike abilities.&lt;br /&gt;
&lt;br /&gt;
- Replaced the custom logic in Intervention&#039;s visualizer to play the sound with the new sound cue support - just set the name of the cue in the template&#039;s AbilityConfirmSound variable.&lt;br /&gt;
&lt;br /&gt;
- Gave ourselves some credits on Shell/ShellDifficulty&lt;br /&gt;
&lt;br /&gt;
- Made death animations faster&lt;br /&gt;
&lt;br /&gt;
- Evac time on missions where you throw a flare should now display on infiltration missions in UI mission popup.&lt;br /&gt;
&lt;br /&gt;
- Remaining time to infiltrate to 100% will now show for non-expiring missions.&lt;br /&gt;
&lt;br /&gt;
- Add LWRenameRebel console function.&lt;br /&gt;
&lt;br /&gt;
- When in UIPersonnel Squad Select, training message now takes precedence over unit being in another squad.&lt;br /&gt;
&lt;br /&gt;
- Added console command LWForceSquadPostiMissionCleanup to help if a squad gets &#039;stuck&#039; infiltrating&lt;br /&gt;
&lt;br /&gt;
- Option &amp;quot;View Locked Perks&amp;quot; now allows display of officer perks. Also the detailed info for future perks is shown for both officer and class perks. Target patch 1.2&lt;br /&gt;
&lt;br /&gt;
- Mixed up visual and auditory Geoscape cues to better differentiate mission types, especially the mini-retaliations, which will have burning icon on the map now and a warning siren.&lt;br /&gt;
&lt;br /&gt;
===Modding===&lt;br /&gt;
&lt;br /&gt;
- Removed most non-UI class overrides.&lt;br /&gt;
&lt;br /&gt;
- Added a new versioning scheme for the xcomgame replacement. LW_Overhaul can use this to detect if the xcomgame replacement was successfully loaded (which is mostly useful only if the community decides to implement a compatible one outside of LW2 that can be used in place of ours). Needs new loc to pop up a useful dialog instead of a redscreen.&lt;br /&gt;
&lt;br /&gt;
- Revamped the yellow jobs so they are now defined in the same config array as the green jobs.&lt;br /&gt;
&lt;br /&gt;
- Added new fields to the job definition to allow us to implement custom logic similar to that in the avenger defense&lt;br /&gt;
&lt;br /&gt;
- Extended XComSoundManager to allow SoundCues in PlaySoundEvent, as well as supporting sound path aliases to let mods replace sounds.&lt;br /&gt;
:* A new SoundCuePaths array is processed at initialization time, just like SoundEventPaths. All assets found here are loaded and cached, except they are expected to be SoundCues instead of AkEvents.&lt;br /&gt;
:* The string given to PlaySoundEvent() is first looked up in the SoundAliases array. If such a key is found, the string for the sound to play is replaced with the value in the alias entry.&lt;br /&gt;
:* The string is then looked up in the standard SoundEvents array mapping the string to an AkEvent. If it&#039;s found, it&#039;s played as normal.&lt;br /&gt;
:* If the string isn&#039;t found in the SoundEvents array it&#039;s looked up in the SoundCues array. If found the corresponding SoundCue is played.&lt;br /&gt;
&lt;br /&gt;
- Added world effect and smoke effect classes to mod&#039;s XComGame override.&lt;br /&gt;
&lt;br /&gt;
- Allowed setting of delayinit timer for squad select in lw_overhaul.ini&lt;br /&gt;
&lt;br /&gt;
- Added event hook &#039;PostPsiProjectCompleted&#039; to PsiTraining HeadquartersProject gamestate.&lt;br /&gt;
&lt;br /&gt;
- Updates XComGame calls to DLCInfo hook DLCAppendSockets so that AppearanceInfo is available for XComHumanPawn&lt;br /&gt;
&lt;br /&gt;
- Adusted event handler GetUIClassForMissionSite so that mod-mods can override the MissionSite UI class.&lt;br /&gt;
&lt;br /&gt;
- Add hooks to allow mods to override the fire and death sounds on projectiles. Use a config mapping in Helpers_LW to assign a sound cue to any projectile element (by projectile name + index).&lt;br /&gt;
&lt;br /&gt;
- Reworked UI class overrides so they can be further overridden recursively.&lt;br /&gt;
&lt;br /&gt;
- Made config array X2LootTable.LootTables non-private so that DLC/Mods can make run-time adjustments to it.&lt;br /&gt;
&lt;br /&gt;
- Made some adjustments to FullKit code to move hard-coded abilities into config variables.&lt;br /&gt;
&lt;br /&gt;
- Added an event to the alert when an AWC training project is complete.&lt;br /&gt;
&lt;br /&gt;
- Another attempted fix for GP and non-expiring missions not showing correct time in UIMission_Infil screen.&lt;br /&gt;
&lt;br /&gt;
- Added hook to allow override the usual tactical mission launch process.&lt;br /&gt;
&lt;br /&gt;
- Converted event-type hook for ModifyEarnedSoldierAbilities to X2DLCInfo-type hook to prevent CTDs or other oddness on campaign start.&lt;br /&gt;
&lt;br /&gt;
- Add &#039;RebelAdded_LW&#039; and &#039;ResistanceMECAdded_LW&#039; events.&lt;br /&gt;
&lt;br /&gt;
- De-const the evac flare effect paths for easier modder access.&lt;br /&gt;
&lt;br /&gt;
- Units with CharacterTemplates assigned bIsSoldier will no longer be cleaned up. Mod compatibility fix.&lt;br /&gt;
&lt;br /&gt;
- Change the specific tests for the &#039;Soldier&#039; template for the adviser loading to use the more general Unit.IsASoldier() to allow compatibility with mods that add new soldier types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Issues===&lt;br /&gt;
&lt;br /&gt;
- The mod does not work out of the box with Mac or Linux. Some players have reported workarounds to get it mostly working. Feral is working on a patch to XCOM2 to support total conversion mods and custom cutscenes.&lt;br /&gt;
&lt;br /&gt;
- Our custom cutscenes do not have localized audio for non-English players. They have correct subtitles. This is a modding engine limitation.&lt;br /&gt;
&lt;br /&gt;
- Our custom audio snippets in missions do not have localized audio or localized subtitles for non-English players.&lt;br /&gt;
&lt;br /&gt;
- The mod does not support controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(LW2)&amp;diff=84541</id>
		<title>Info (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(LW2)&amp;diff=84541"/>
		<updated>2017-04-11T01:17:48Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War 2 is a mod designed by Pavonis Interactive for the game XCOM 2. They are the same creators who made the critically acclaimed Long War Mod for XCOM EU/EW (2012).&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
;Pavonis Interactive&lt;br /&gt;
:http://www.pavonisinteractive.com/&lt;br /&gt;
;Steam Workshop&lt;br /&gt;
:http://steamcommunity.com/sharedfiles/filedetails/?id=844674609&lt;br /&gt;
;Nexus Mods&lt;br /&gt;
:http://www.nexusmods.com/xcom2/mods/633&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Overview_(LW2)&amp;diff=84540</id>
		<title>Category:Overview (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Overview_(LW2)&amp;diff=84540"/>
		<updated>2017-04-11T01:17:06Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;Category:Long War 2&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Long War 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=84539</id>
		<title>Difficulty (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(LW2)&amp;diff=84539"/>
		<updated>2017-04-11T01:16:53Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In addition to a number of systemic changes, enemy troops&#039; stats scale with difficulty as well. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Unit Differences&lt;br /&gt;
! !!Rookie!!Veteran Vs Rookie!!Commander Vs Veteran!!Legend Vs Commander&lt;br /&gt;
|-&lt;br /&gt;
| Advent Drone || 3 HP, 1 Armor, 15 Detect Radius, 30 HackDefense, 33 FlankCrit || +1 HP, +10 HackDefense || +1 Armor, +1 Detect Radius, +7 FlankCrit || Same as Commander Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| Chryssalid Soldier || 15 HP, 33 FlankCrit || +3 HP || +3 HP, +7 FlankCrit || +3 HP&lt;br /&gt;
|-&lt;br /&gt;
| Sectoid Group Leader || 12 HP, 75 Aim, 100 PsiOffense, 100 Will, 33 FlankCrit || +2 HP, +10 PsiOffense, +10 Will|| +1HP, +5 Aim, +10 PsiOffense, +10 Will, +7 FlankCrit || +1 HP, +10 PsiOffense, +10 Will &lt;br /&gt;
|-&lt;br /&gt;
| Muton Centurion || 12 HP, 12 Mobility, 75 Aim, 60 Will, 0 ArmorPierce, 0 Crit, 33 FlankCrit || +1 Mobility, +5 Aim, +10 Crit || +1 HP, +10 Will, +1 ArmorPierce, +7 FlankCrit || +2 HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Systemic Changes&lt;br /&gt;
! !!Rookie!!Veteran!!Commander!!Legend&lt;br /&gt;
|-&lt;br /&gt;
|Mission Timer Extra Turns || 4 || 2 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Typical 100% Infiltration Time || 96 hours || 120 hours || 144 Hours || 144 Hours&lt;br /&gt;
|-&lt;br /&gt;
| Additional Daily Chance to Find Easiest Missions || 10% || 5% || 3% || 2%&lt;br /&gt;
|-&lt;br /&gt;
| Typical Blacksite/Forge Infiltration Time || 240 hours || 312 hours || 360 hours || 384 hours&lt;br /&gt;
|-&lt;br /&gt;
| Infiltration Boost Intel Cost || 25 || 25 || 25 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Infiltration Boost Time Scaling Factor || 2.0 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| Increase Alien Detection at Higher Alien Force Levels || false || false || true || true&lt;br /&gt;
|-&lt;br /&gt;
| Chance Yellow Alert Alien gets Action Point on Scamper || 0% || 20% || 33% || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chance Green Alert Alien gets Defense Action Point on Scamper || 0% || 20% || 33% || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Base Evac Delay || 1 || 3 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Max Engaged Enemies || 12 || unlimited || unlimited || unlimited&lt;br /&gt;
|-&lt;br /&gt;
| Show Reinforcement Flares || true || false || false || false&lt;br /&gt;
|-&lt;br /&gt;
| Reinforcement Speed Modifier || -20% || -5% || 0% || 0%&lt;br /&gt;
|-&lt;br /&gt;
|Turns Before 8-Unit Reinforcements on Unlimited Reinforcement Missions || never || 28 after reveal, 12 after strategic fulfillment || 24 after reveal, 10 after strategic fulfillment || 20 after reveal, 8 after strategic fulfillment&lt;br /&gt;
|-&lt;br /&gt;
|Region Intel Cost || 60 || 80 || 80 || 80&lt;br /&gt;
|-&lt;br /&gt;
|Communication Tower cost || 100 || 150 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Rebels Awarded by Missions || 2-4 || 2-3 || 2-3 || 2-3&lt;br /&gt;
|-&lt;br /&gt;
|Global Aim Modifier || 120% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|Max Rank Soldier Exp Cost || 276/100% || 304/110% || 332/120% || 332/120%&lt;br /&gt;
|-&lt;br /&gt;
|Starting Supplies || 325 || 175 || 150 || 150&lt;br /&gt;
|-&lt;br /&gt;
|Starting Intel || 150 || 125 || 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|GTS Train Rookie Days || 3 || 7 || 10 || 10&lt;br /&gt;
|-&lt;br /&gt;
|AWC Retain Soldier Days per Rank || 2 || 4 || 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
|AWC Healing Bonus || 100% || 50% || 50% || 50%&lt;br /&gt;
|-&lt;br /&gt;
|Research Time Scalar || 100% || 100% || 110% || 120%&lt;br /&gt;
|-&lt;br /&gt;
|Clear Avenger Room Scalar || 100% || 150% || 150% || 150%&lt;br /&gt;
|-&lt;br /&gt;
|Build Avenger Facility Scalar || 80% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| First Month Dark Events Occur || 3 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| First Month Liberation May Occur || 0 || 0 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Total Starting Alert Level || 15 || 25 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Starts on Day || 28 || 21 || 14 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Avatar Project Days Per Advance || 45 || 45 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|Blacksite, Forge, Psi Gate Avatar Setback || 4 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Starting Number of Available Recruits || 5 || 5 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Intel Mission Rewards || 38-42 || 24-36 || 24-36 || 20-30&lt;br /&gt;
|-&lt;br /&gt;
|Alloys Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Mission Rewards || 12-18 || 9-15 || 9-1 5|| 8-12&lt;br /&gt;
|-&lt;br /&gt;
|Engineering/Basic Research Scalar || 50% || 75% || 75% || 75%&lt;br /&gt;
|-&lt;br /&gt;
|Reduced Contact Cost Reward Scalar || 50% || 66% || 66% || 66%&lt;br /&gt;
|-&lt;br /&gt;
| Local Faceless Income Modifier || 0.03 || 0.05 || 0.06 || 0.07&lt;br /&gt;
|-&lt;br /&gt;
|Black Market Cost Multiplier || 2.75 || 3.0 || 3.0 || 3.0&lt;br /&gt;
|-&lt;br /&gt;
|Days Between Alert-Up UFOs To Neighboring Regions || 14 || 12 || 10 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Days Until First Force-Level-Up UFO || 21 || 18 || 14 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Facility Time to Research Doom || 35-45 days || 32-40 days || 28-36 days || 26-34 days&lt;br /&gt;
|-&lt;br /&gt;
|Chance to Transfer Regional Doom to Alien HQ || 10% || 20% || 25% || 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aim Assist ==&lt;br /&gt;
Rookie difficulty only includes the XCom aim assist system which gives you hidden bonuses to aim each time an attack misses and after soldiers die.&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Missions_(LW2)&amp;diff=84538</id>
		<title>Category:Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Missions_(LW2)&amp;diff=84538"/>
		<updated>2017-04-11T01:15:31Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;Category:Long War 2&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Long War 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=84537</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=84537"/>
		<updated>2017-04-11T01:13:24Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||(Hidden)||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 Resistance members.  Success increases the strength of the Resistance in that region. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when a Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt it down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a solider as the Haven advisor. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many advent in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# Advent drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a car and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. The mission consists of a squad that needs to make its way to a console to hack the network tower which will turn off the reinforcement timer before eliminating all enemies on a the map. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. &#039;&#039;&#039;Missions that let you keep corpses will list the reward of &amp;quot;enemy materiel&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LW2)| ]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Loadout_(LW2)&amp;diff=84536</id>
		<title>Category:Loadout (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Loadout_(LW2)&amp;diff=84536"/>
		<updated>2017-04-11T01:12:12Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: Created page with &amp;quot;Category:Long War 2&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Long War 2]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Armor_(LW2)&amp;diff=84535</id>
		<title>Category:Armor (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Armor_(LW2)&amp;diff=84535"/>
		<updated>2017-04-11T01:11:42Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Loadout (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Weapons_(LW2)&amp;diff=84534</id>
		<title>Category:Weapons (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Weapons_(LW2)&amp;diff=84534"/>
		<updated>2017-04-11T01:11:38Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Loadout (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Equipment_(LW2)&amp;diff=84533</id>
		<title>Category:Equipment (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:Equipment_(LW2)&amp;diff=84533"/>
		<updated>2017-04-11T01:11:33Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Loadout (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Arc_Throwers_(LW2)&amp;diff=84532</id>
		<title>Template:Arc Throwers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Arc_Throwers_(LW2)&amp;diff=84532"/>
		<updated>2017-04-11T01:10:33Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &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;
! Icon !! Name&lt;br /&gt;
! Damage (Mechanized Only) !! Aim Bonus !! Stun Effect (Organic Only)&lt;br /&gt;
! Prequisites !! Supplies !! Alloys !! Elerium Crystals !! Elerium Cores !! Special Items&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW2 Inv Conv Arcthrower.png|x32px]] || Arc Thrower&lt;br /&gt;
| 2-5 || +5 || {{tooltip | Stunned(2) | Stun for one turn}}&lt;br /&gt;
| - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW2 Inv Mag Arcthrower.png|x32px]] || Advanced Arc Thrower&lt;br /&gt;
| 4-9 || +5 || {{tooltip | Stunned(3) | Stun for one turn and part of second turn}}&lt;br /&gt;
| ADVENT Stun Lancer Autopsy || 20 || 1 || 3 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW2 Inv Beam Arcthrower.png|x32px]] || Arc Blaster&lt;br /&gt;
| 7-12 || +10 || {{tooltip | Stunned(4) | Stun for two turns}}&lt;br /&gt;
| Gatekeeper Autopsy || 35 || 1 || 5 || 1 || 1x [[Gatekeeper (LW2)|Gatekeeper Shell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LW2)&amp;diff=84531</id>
		<title>Engineering (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LW2)&amp;diff=84531"/>
		<updated>2017-04-11T00:56:28Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engineering in LW2 is mostly similar to vanilla. Weapons, armor, and items are built using supplies, alloys, elerium, and elerium cores. Unlike vanilla, weapons and armor are manufactured on an individual basis rather than as squad-wide upgrades. Notably, all of the vests and ammo types have been moved from the Proving Ground to engineering. All items are produced instantly.&lt;br /&gt;
[[Category:Facilities (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=84530</id>
		<title>Research (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LW2)&amp;diff=84530"/>
		<updated>2017-04-11T00:56:22Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Research in LW2 proceeds much the same way as in vanilla XCOM 2, but is expanded.&lt;br /&gt;
&lt;br /&gt;
== Autopsies ==&lt;br /&gt;
[[ADVENT Trooper]] autopsies require 20 corpses before they can be completed instantly. [[ADVENT Drone]] autopsies can never be completed instantly. All other research autopsies require 10 corpses or wrecks before they can be completed instantly. The check for instant completion is run after any research project is finished.&lt;br /&gt;
&lt;br /&gt;
== Tech Tree ==&lt;br /&gt;
A tech tree, which is up to date as of Version 1.1, is available [https://imgur.com/a/Y0L48#DdAxu1R here]&lt;br /&gt;
&lt;br /&gt;
Another tech tree made by exodusinfinite for LW 1.1: (A comprehensive version including item stats is available [[Media:LW 1.1 Tech Tree Comprehensive.jpg]])&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM_2_Long_War_Tech_Tree_no_stats.png]]&lt;br /&gt;
[[Category:Facilities (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Proving_Ground_(LW2)&amp;diff=84529</id>
		<title>Proving Ground (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Proving_Ground_(LW2)&amp;diff=84529"/>
		<updated>2017-04-11T00:56:02Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;The Proving Ground facility provides space for Shen to experiment with new types of weaponry and other unconventional equipment. Using this facility, she can produce ammunition, explosive ordnance, and armor for our troops.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2_ChooseFacility_ProvingGrounds.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In LW2 items must be researched in the Proving Ground before you can build them in Engineering -&amp;gt; Build Items.&lt;br /&gt;
&lt;br /&gt;
The Proving Ground has two slots for engineers that reduce project time by 50% each.&lt;br /&gt;
&lt;br /&gt;
See [[Equipment (LW2)]] for lists of items and the projects they require.&lt;br /&gt;
[[Category:Facilities (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=84528</id>
		<title>Advanced Warfare Center (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(LW2)&amp;diff=84528"/>
		<updated>2017-04-11T00:55:58Z</updated>

		<summary type="html">&lt;p&gt;Falconeye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Warefare Center, AWC, continues to provide the ability for soldiers to acquire perks from other classes but the process is highly changed in Long War 2. Every soldier now has an AWC skills tree, which will feature 3 offensive, 3 defensive, and 7 pistol perks. The pistol perks are always the same 7 though their order of unlock is random, the three offensive and defensive skills are a random subset from other classes. Soldiers may train all 13 perks with enough time and must train in a pod at the AWC, they will not be awarded perks by ranking up.&lt;br /&gt;
&lt;br /&gt;
The AWC is also used as the infirmary and can be staffed with a scientist to speed up healing +50% on all difficulties except rookie (+100%).  &lt;br /&gt;
&lt;br /&gt;
== Offense Perks ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 2px; border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot; style=&amp;quot;font-size: 150%; background: lightgray; height: 50px;&amp;quot;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 2&#039;&#039;&#039;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 3&#039;&#039;&#039;&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Kubikuri (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Serial (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--InTheZone--&amp;gt;&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Deadeye (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Death From Above (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Steady Hands (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Double Tap (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Deadshot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--HitWhereItHurts--&amp;gt;&lt;br /&gt;
| {{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Lethal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Chain Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Run and Gun (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Boosted Cores (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--HeavyFrags--&amp;gt;&lt;br /&gt;
| {{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--BulletShred--&amp;gt;&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Iron Curtain (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Full Kit (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Sprinter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Holo Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{HEAT Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hunter&#039;s Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Precision Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hit and Run (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Executioner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Cyclic Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Bring &#039;Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Sprinter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Traverse Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Deadshot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--HitWhereItHurts--&amp;gt;&lt;br /&gt;
| {{Light &#039;Em Up (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Sapper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Blademaster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Reaper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Lone Wolf (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Fleche (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--SwordSlice_LW--&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Cutthroat (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-  align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Fleche (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--SwordSlice_LW--&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pistol Perks ==&lt;br /&gt;
&lt;br /&gt;
{{Return Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quickdraw (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clutch Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Lightning Hands (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Faceoff (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gunslinger (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
&lt;br /&gt;
== Defensive Perks ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 2px; border: 1px solid black; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size: 150%; background: lightgray; height: 50px;&amp;quot;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 2&#039;&#039;&#039;&lt;br /&gt;
! width = 1% | &#039;&#039;&#039;Level 3&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Deep Cover (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Lightning Reflexes (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}  &lt;br /&gt;
| {{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Resilience (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Untouchable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Will to Survive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Smoker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--SmokeGrenade--&amp;gt;&lt;br /&gt;
| {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Close Combat Specialist (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Flashbanger (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rapid Reaction (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Guardian (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Sharpshooter Aim (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Ghostwalker (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Conceal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&amp;lt;!--Stealth--&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Guardian (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Phantom (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Deep Cover (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Hard Target (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Covert (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Sharpshooter Aim (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Resilience (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Shadowstep (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} &amp;lt;!-- being added with v1.2 --&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Combatives (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| {{Infighter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| {{Will to Survive (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| {{Bladestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
[[Category:Facilities (LW2)]]&lt;/div&gt;</summary>
		<author><name>Falconeye</name></author>
	</entry>
</feed>