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		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=88992</id>
		<title>Alien Missions (Long War)</title>
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		<updated>2019-03-02T18:39:47Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During the long war against the alien threat, the skies are also part of the battlespace. Aliens will dispatch sorties of UFOs to further their goals during the war, and XCOM may respond in kind by sending out interceptors and the Skyranger to foil their missions in the air or on the ground. In other words, an &#039;&#039;&#039;alien mission&#039;&#039;&#039; always starts with an UFO sortie.&lt;br /&gt;
&lt;br /&gt;
There are eight types of regular alien missions scheduled on a monthly basis. The type of each mission is determined by the [[Alien_Resources_(Long_War)|resources the aliens have]], and how [[Threat_(Long_War)|threatening XCOM is perceived to be]]. There are also two special mission types that occur irregularly. All ten mission types are listed and discussed below, followed by a table detailing the scheduling of regular missions.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; choice of UFOs is limited by their research and resources, with the actual ship sent on a mission being chosen randomly - with equal probability for each - from the available pool. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research; if they are strong however, then the large Abductor and Terror Ship will be added to the pool for the same mission. &lt;br /&gt;
&lt;br /&gt;
Conversely, any damage and casualties sustained by the UFOs will [[Alien_Resources_(Long_War)#Cost_of_Repairing_.2F_Replacing_UFOs|cut into the aliens’ resources]], likely limiting their options in the following month and influencing what kinds of UFOs they will send on the remaining missions of the month.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations. Expect to fight them the most in the continent where they build their first base. [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Resource Costs==&lt;br /&gt;
&lt;br /&gt;
Missions themselves do not require [[Alien_Resources_(Long_War)|Alien Resources]] to run if left unchallenged, but shooting down or damaging the UFOs conducting them [[Alien_Resources_(Long_War)#Cost_of_Repairing_.2F_Replacing_UFOs|&#039;&#039;does&#039;&#039; cost the aliens resources]]. Crucially, though, which UFOs are deployed depend indirectly on the current [[Alien_Resources_(Long_War)|alien resources]] at the time the mission is initiated, as well as current [[Alien_Research_(Long_War)|Alien Research]]. Specifically, Aliens add stronger UFOs to a pool if they have sufficient resources, choosing randomly from the pool when it comes time to start the mission (with equal probability for each UFO type); Alien Research reduces the amount of resources the Aliens must have on hand at the time the mission is about to begin for the stronger UFOs to be added to the pool.&lt;br /&gt;
&lt;br /&gt;
* If Alien Research &amp;gt; 0, new types require &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100%&amp;lt;/span&amp;gt; of their base required resources.&lt;br /&gt;
* If Alien Research &amp;gt; 360, new types are possible at &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
* If Alien Research &amp;gt; 720, new types are possible at &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40%&amp;lt;/span&amp;gt; of required resources.&lt;br /&gt;
&lt;br /&gt;
==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;low&#039;&#039;&#039; and around the target country, attempting to confirm the existence of XCOM satellites there. Successful scouting missions will be &#039;&#039;&#039;followed up&#039;&#039;&#039; by a new sortie to [[Alien_Missions_(Long_War)#Hunt|hunt]] the compromised satellite. It is possible that the hunting UFO will be stronger or weaker than the scouting one, so the priority to intercept this mission can vary.&lt;br /&gt;
&lt;br /&gt;
A scout mission can fail in four ways: 1) the UFO is shot down, 2) the UFO could botch the mission due to sustained damaged, 3) the target country could fend off the mission by itself, or, if all else fails, 4) the UFO could simply get unlucky. The odds of these failures happening are as follows:&lt;br /&gt;
&lt;br /&gt;
* Downed: &#039;&#039;100%&#039;&#039; - if it&#039;s shot down they will always get nothing.&lt;br /&gt;
* Damaged: &#039;&#039;(100 - RemainingUFOHP)%&#039;&#039; - this means XCOM can commit less and gamble on merely damaging the UFO.&lt;br /&gt;
* Defended: &#039;&#039;(CountryDefense/2)%&#039;&#039; - the shield representing a country&#039;s defense is shown in the Situation Room and is improved by fulfilling their requests; maximum chance is 50% with 100% CountryDefense.&lt;br /&gt;
* Damned: &#039;&#039;(60 - AlienResearch/15)%&#039;&#039; - this means when the aliens have 900 research points, an unfettered scouting mission will always succeed.&lt;br /&gt;
&lt;br /&gt;
The aliens will &#039;&#039;&#039;always&#039;&#039;&#039; send &#039;&#039;at least three scouting sorties per month&#039;&#039;, and more if they have resources to spare and perceive XCOM to be a credible threat, up to a maximum of &#039;&#039;six sorties per month&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(Long_War)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(Long_War)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;36&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;20&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(Long_War)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;225&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;162&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(Long_War)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;300&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;216&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Hunt===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly at &#039;&#039;&#039;high&#039;&#039;&#039; altitude over a previously scouted satellite-covered country, seeking to destroy the satellite.&lt;br /&gt;
&lt;br /&gt;
The aliens will prioritize getting rid of satellites over withdrawn &#039;&#039;&#039;ex-council-members&#039;&#039;&#039;, as they have bases in such countries and without a satellite over them XCOM cannot assault it. Next, the aliens prefer satellites that protect &#039;&#039;&#039;panicking nations&#039;&#039;&#039;, and in doing so potentially forcing said nations to withdraw XCOM support, and to be controlled by them.&lt;br /&gt;
&lt;br /&gt;
Successful hunts will destroy the satellite in question. The base chance of success is 60%, or 90% on the second pass (30%/50% respectively if [[Foundry (Long War)#Aerospace Improvements|Stealth Satellites]] is researched). Damage sustained by the UFO will reduce this chance further, with 50% or less HP leading to an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Pertinent to this specific mission type, a 50% HP UFO will start &#039;&#039;&#039;flaring up&#039;&#039;&#039; in the aerial combat screen, as if it was being hit by multiple missiles continuously. When this happens, XCOM can order their interceptor to disengage, preventing further risks while stopping the hunt mission.&lt;br /&gt;
&lt;br /&gt;
Note that the aliens can dispatch hunt missions directly, without needing to scout first; although this will only occur if XCOM is seen as a threat. The more threatening XCOM is and the more resources the aliens have, the more direct hunt mission is sent, up to a maximum of four per month.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(Long_War)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(Long_War)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(Long_War)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;72&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;40&amp;lt;/span&amp;gt; resources &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]]&lt;br /&gt;
* [[UFOs_(Long_War)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;225&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;162&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; resources &amp;amp; &amp;gt; 75 [[Alien_Research_(Long_War)|alien research]]&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly near &#039;&#039;&#039;NOE&#039;&#039;&#039;, &#039;&#039;&#039;land&#039;&#039;&#039; for a while, and then fly off. This mission will grant the aliens [[Alien_Research_(Long_War)|research]] if successful, which will slowly but &#039;&#039;&#039;permanently&#039;&#039;&#039; increase the capabilities of their ground troops and UFOs.&lt;br /&gt;
&lt;br /&gt;
If the aliens have no resource (0/4) to spare, the aliens will never undertake research missions; conversely, if they already have too many resources (4/4), then the maximum amount of research missions will be performed (three per month.) Otherwise, the aliens will adjust the amount of research mission attempts depending on XCOM’s threat level and the amount their resources. If the aliens do not recognize XCOM as a real threat, they will be content with the tech they are currently fielding, thus will not carry out research missions; but as XCOM is perceived to be more threatening, the aliens will try to keep up via research as much as they can afford it.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(Long_War)#Scout|Scout]]: Always in pool&lt;br /&gt;
* [[UFOs_(Long_War)#Raider|Raider]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(Long_War)#Abductor|Abductor]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;125&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;90&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(Long_War)#Terror_Ship|Terror Ship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;250&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;180&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;100&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;300&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;216&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Harvest===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE and land&#039;&#039;&#039; in a randomly selected country. An unimpeded harvest grants the aliens [[Alien_Resources_(Long_War)|resources]], which will allow the aliens to field UFOs in &#039;&#039;greater quantity and quality&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the targeted country has a satellite, there is a 12.5% chance per [[Threat_(Long_War)|XCOM threat level]] (up to 50% at level 4) that the aliens will re-roll its target once and will pay a price in the process. This represents the power projected by a strong XCOM forcing the aliens to settle for sub-optimal harvests. As the aliens&#039; first choice for harvest is randomized, more satellite coverage means a higher chance that the aliens need to waste resource to even start a harvest mission.&lt;br /&gt;
&lt;br /&gt;
The aliens&#039; tendency to perform harvest missions is the exact reverse to their tendencies to send out research missions. If the aliens have minimal resources (0/4), then a maximum amount of harvest mission is attempted (three per month); if they have too many resources (4/4), then no harvest will occur. Otherwise, the aliens will harvest more when they are shorter on resource.&lt;br /&gt;
Additionally, the aliens also prefer doing harvests when they are not threatened; in the presence of a strong XCOM they prefer more aggressive missions instead.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(Long_War)#Transport|Transport]]: always in pool&lt;br /&gt;
* [[UFOs_(Long_War)#Harvester|Harvester]]: Aliens must have &amp;gt; 75 resources&lt;br /&gt;
* [[UFOs_(Long_War)#Raider|Raider]]: Aliens must have &amp;gt; 125 resources&lt;br /&gt;
* [[UFOs_(Long_War)#Scout|Scout]]: Aliens must have &amp;gt; 225 resources&lt;br /&gt;
&lt;br /&gt;
Note that the UFO pool for harvest missions becomes &#039;&#039;less&#039;&#039; threatening the more resources the aliens have, and isn&#039;t affected by higher [[Alien_Research_(Long_War)|Alien Research]] as others do.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
A UFO will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and around the target area bombing civilians. This mission will cause a lot of panic if successful. Uniquely, this is one of the few NOE mission types that doesn&#039;t land, and the &#039;&#039;&#039;only&#039;&#039;&#039; way to completely stop it is to shoot the bombing UFO down; although, damaging the UFO will reduce the amount of panic created at the end of its mission. An unfettered air raid generates 8 panic in the country raided. An additional 2 panic is added, if the UFO is ignored.&lt;br /&gt;
&lt;br /&gt;
The aliens will send out more bombing missions if they have spare resource and perceive XCOM as a threat. With maximum resource and threat level they will conduct three bombing missions per month. The only exception to this trend is when the aliens have maximum resources and completely unthreatened, in which case they will divert more of all those resources into bombing missions, spawning four per month instead.&lt;br /&gt;
&lt;br /&gt;
UFO Pool:&lt;br /&gt;
&lt;br /&gt;
* [[UFOs_(Long_War)#Fighter|Fighter]]: Always in pool&lt;br /&gt;
* [[UFOs_(Long_War)#Destroyer|Destroyer]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;54&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; resources&lt;br /&gt;
* [[UFOs_(Long_War)#Battleship|Battleship]]: Aliens must have &amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;175&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;126&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;70&amp;lt;/span&amp;gt; resources&lt;br /&gt;
&lt;br /&gt;
===Abduction===&lt;br /&gt;
&lt;br /&gt;
An [[UFOs_(Long_War)#Abductor|Abductor]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]]. A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal). Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
The true motivations behind these abductions are not made clear; it doesn&#039;t increase alien research, nor does it gain them any resources, and it certainly isn&#039;t the most efficient way to spread panic if it&#039;s about strategic warfare.&lt;br /&gt;
&lt;br /&gt;
In many ways abduction is the least aggressive mission type; perhaps due to this, the aliens will scale back on abduction attempts if they feel threatened by XCOM. But the aliens still dispatch more abduction missions if they have more resources, up to a maximum of 5 per month while unthreatened with max resources. Conversely, if the aliens are short on resources, and deem XCOM to be a priority, only a minimal 2 abductions per month is attempted.&lt;br /&gt;
&lt;br /&gt;
===Terrorize Populace===&lt;br /&gt;
&lt;br /&gt;
This is a double sortie mission: At first, a [[UFOs_(Long_War)#Terror_Ship|Terror Ship]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; and hover over the target nation scouting and planning for the actual mission. After a week or two an [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]] will fly &#039;&#039;&#039;NOE&#039;&#039;&#039; to the target area and finally generate a [[Missions (Long War)#Terror Site|Terror site]]. This means anyone with satellite coverage and interested in stopping the mission will have plenty of time to set up, though actually executing that is a different matter entirely.&lt;br /&gt;
&lt;br /&gt;
The aliens will terrorize the most panicked nation adjacent to an alien base roughly 85% of the time, seeking to push them over the edge. Terror missions increase panic by +3 in the targeted country/+1 continent-wide per civilian killed &#039;&#039;regardless of XCOM performance&#039;&#039;, so these missions are always likely to see some benefit for the aliens. Losing or ignoring the mission, however, will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
There are only two ways to completely foil this kind of terrorism: by saving every single civilian during the engagement, or by shooting down the [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]] before it could even deploy. Neither of these scenarios are likely to happen, and will probably be cost prohibitive to even try. Only an exceptionally advanced and exceedingly experienced XCOM can pull either option off agreeably. Otherwise the best a commander can do is to minimize the damage and make up for it elsewhere.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, terror missions are quite costly for the aliens as well. In fact, they cannot even afford it when they have the minimal level of resources. Otherwise they will always conduct &#039;&#039;one&#039;&#039; such mission per month, at the very least. In the presence of a threatening XCOM, the aliens will try to scrounge up enough resource to deploy a &#039;&#039;second&#039;&#039; terror mission per month. This means unfortunate commanders may see four terror missions near the turn of the month, as the scheduled missions are stacked at the end of the current month and beginning of the next. Though one can prevent such an onslaught by depriving the aliens of resources which they desperately need for this kind of strategy.&lt;br /&gt;
&lt;br /&gt;
Shooting down the forward scouting [[UFOs_(Long_War)#Terror_Ship|Terror Ship]] doesn&#039;t actually hinder the scheduled mission in any way. However, it&#039;s a lot easier to achieve, and it forces the aliens to pay dearly in resource cost for each such Terror attack they perform. In addition, it will grant XCOM a lot of looted resource and battlefield experience if the downed terror ship is successfully raided. It may not stop the looming terror attack, but it may very well help in the future.&lt;br /&gt;
&lt;br /&gt;
===Infiltrate===&lt;br /&gt;
&lt;br /&gt;
A [[UFOs_(Long_War)#Battleship|Battleship]] and [[UFOs_(Long_War)#Transport|Transport]] will fly around the target area, followed by an [[UFOs_(Long_War)#Overseer|Overseer]] inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
This is a very expensive option for the aliens, and as such they can only afford it with maximal resource available. And even then, the aliens won&#039;t yet try if XCOM is perceived to be too threatening, being too focused on hunting down XCOM satellites instead.&lt;br /&gt;
&lt;br /&gt;
===Retaliate===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An UFO will fly to your main base or to one of your interceptor bases and immediately start an [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] mission or an [[Missions (Long War)#XCOM Air Base Defense|Air Base Defense]] mission.&lt;br /&gt;
&lt;br /&gt;
Aliens usually send an [[UFOs_(Long_War)#Assault_Carrier|Assault Carrier]] to main base assaults. The aliens can only field [[Missions (Long War)#XCOM Base Defense|XCOM Base Defenses]] if they have a lot of resources and they consider XCOM a high threat; specifically, for every 3 months (not necessarily in a row) that the aliens are at maximum threat level (4) and maximum resource level (4), an [[Missions (Long War)#XCOM Base Defense|XCOM Base Defense]] will spawn.&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from. XCOM will lose the following resources on a failure:&lt;br /&gt;
&lt;br /&gt;
* 450-550 cash&lt;br /&gt;
* 50-60 alloys&lt;br /&gt;
* 50-60 elerium&lt;br /&gt;
* 100-110 meld&lt;br /&gt;
* 20-30 scientists (capped to 1/3 of current staff)&lt;br /&gt;
* 20-30 engineers (capped to 1/3 of current staff)&lt;br /&gt;
* all alien captives&lt;br /&gt;
* interceptor damage&lt;br /&gt;
&lt;br /&gt;
For Air Base assaults, aliens will send an [[UFOs_(Long_War)#Overseer|Overseer]]. The cost of failure of these missions is the destruction and/or severe damage of all stationed interceptors. [[Missions (Long War)#XCOM Air Base Defense|Air Base Defenses]] are much cheaper, and have a chance to trigger every month that Aliens have at least threat level 3 and resource level 3. Air Defenses missions only begin spawning after XCOM constructs its first [[Air_Combat_(Long_War)#Aircraft|Firestorm]] interceptor.&lt;br /&gt;
&lt;br /&gt;
===Command Overwatch===&lt;br /&gt;
&lt;br /&gt;
This is a special mission. An [[UFOs_(Long_War)#Overseer|Overseer]] will fly &#039;&#039;&#039;low&#039;&#039;&#039; around the target area. This mission does not do anything for the aliens, and its only purpose is to allow XCOM the opportunity to shoot down an Overseer to continue the story.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each month, aliens plan all missions to be carried out that month based on their current resource level and perceived XCOM threat level. Most monthly missions are directly dependent upon these two variables, with two exceptions: [[Alien_Missions_(Long_War)#Command_Overwatch|Command Overwatch]] and [[Alien_Missions_(Long_War)#Retaliation|Retaliation]].&lt;br /&gt;
&lt;br /&gt;
As mentioned previously, once three (3) months have past (not necessarily in a row) in which the aliens have both high resources (&amp;gt;3) and maximal threat (4), a [[Alien_Missions_(Long_War)#Retaliation|Retaliation]] mission [[Missions_(Long_War)#XCOM_Base_Defense|targeting XCOM headquarters]] will spawn at some point in the month; strikes against [[Missions_(Long_War)#XCOM_Air_Base_Defense|XCOM interceptor bases]] occur more frequently, with a chance starting at (3) resources and (3) threat once XCOM has constructed it&#039;s first [[Air_Combat_(Long_War)#Aircraft|Firestorm]] Interceptor. [[Alien_Missions_(Long_War)#Command_Overwatch|Command Overwatch]], on the other hand, occurs in one random country anywhere on the globe, 2-3 times per month, starting when the [[Hyperwave_Relay_(Long_War)|Hyperwave Relay]] is first built.&lt;br /&gt;
&lt;br /&gt;
[[Alien_Resources_(Long_War)#Monthly_Missions|Resource Level]] is proportional to the Aliens [[Alien_Resources_(Long_War)|current resources]] at the &#039;&#039;&#039;beginning of the new month&#039;&#039;&#039;. [[Threat_(Long War)#Threat_Category|Threat Level]] is based on the [[Threat_(Long_War)|total threat]] at the &#039;&#039;&#039;end of the previous month&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
The following table indicates which missions the aliens will run given the derived Resource and Threat levels.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| || &#039;&#039;&#039;Threat 0&#039;&#039;&#039; || &#039;&#039;&#039;Threat 1&#039;&#039;&#039; || &#039;&#039;&#039;Threat 2&#039;&#039;&#039; || &#039;&#039;&#039;Threat 3&#039;&#039;&#039; || &#039;&#039;&#039;Threat 4&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 0&#039;&#039;&#039; || 3.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 3.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 0.5 Hunt || 3 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 1 Hunt || 2.5 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 1.5 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 2 Abduction &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 1&#039;&#039;&#039; || 4.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 3 Harvest || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 0.5 Hunt &amp;lt;br/&amp;gt; 0.5 Bomb || 3.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 3 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3.5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1.5 Hunt &amp;lt;br/&amp;gt; 1.5 Bomb || 2.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 3.5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 2&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4.5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 1 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 3.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 3&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 4 Scout &amp;lt;br/&amp;gt; 2 Harvest &amp;lt;br/&amp;gt; 1 Bomb|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 1 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 2 Bomb || 4.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb || 4 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 2 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Harvest &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Resources 4&#039;&#039;&#039; || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 4 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate|| 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 1 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 1 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 2 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 5 Scout &amp;lt;br/&amp;gt; 3 Hunt &amp;lt;br/&amp;gt; 3 Bomb &amp;lt;br/&amp;gt; 1 Infiltrate || 4.5 Abduction &amp;lt;br/&amp;gt; 2 Terror &amp;lt;br/&amp;gt; 3 Research &amp;lt;br/&amp;gt; 6 Scout &amp;lt;br/&amp;gt; 4 Hunt &amp;lt;br/&amp;gt; 3 Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advent_Artifacts_(LW2)&amp;diff=84313</id>
		<title>Advent Artifacts (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advent_Artifacts_(LW2)&amp;diff=84313"/>
		<updated>2017-03-17T14:18:40Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Added different templates, need to add trade value to the templates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Corpses ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
! Name !! Render/Disassemble !! Required  for  Research !! Required for Proving Ground !! Required for Production !! Trading Value &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT MEC (LW2)|ADVENT MEC]] Wreck || 5 Alien Alloy || Advent MEC Autopsy (1) || Bluescreen Protocol (1), Bluescreen Rounds (1), EMP Bomb Project (1) || EMP Bomb (1), Bluescreen Rounds (1), Holotargeter Mk. II (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Officer (LW2)|ADVENT Officer]] Corpse || 3 Alien Alloy || Officer Autopsy (1) || Skulljack (1), Incendiary Grenade Project (1), Incendiary Bomb Project (1) || Incendiary Grenade (1), Incendiary Bomb (2), Skull Jack (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Shieldbearer (LW2)|ADVENT Shieldbearer]] Corpse || 3 Alien Alloy || Shield Bearer Autopsy (1) || Needle Rounds Project (1), Stasis Vest Project (1) || Stasis Vest (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Stun Lancer (LW2)|ADVENT Stun Lancer]] Corpse || 3 Alien Alloy || Stun Lancer Autopsy (1) ||  || Arc Blade (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Trooper (LW2)|ADVENT Trooper]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Corpse || 2 Alien Alloy || Trooper Autopsy (1) || Alloy Plating Project (1) ||  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Turret (LW2)|ADVENT Turret]] Wreck || 3 Alien Alloy || Turret Autopsy (1) || Falcon Rounds Project (1) (?) || Shredder Rounds (1), Needle Rounds (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[Andromedon (LW2)|Andromedon]] Shell || 6 Alien Alloy || Andromedon Autopsy (1) ||  || Holotargeter Mk. II (1) || 35 &lt;br /&gt;
|-&lt;br /&gt;
| [[Archon (LW2)|Archon]] Corpse || 5 Elerium Dust || Archon Autopsy (1) || Flechette Rounds Project (1), Acid Grenade Project (1), Acid Bomb Project (1) || Alloy Plate (1), Acid Grenade (1), Acid Bomb (2), Flechette Rounds (1), Fusion Blade (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[Berserker (LW2)|Berserker]] Corpse || 5 Alien Alloy || Berserker Autopsy (1) || Hellweave Project (1) || Hellweave Vest (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[Chryssalid (LW2)|Chryssalid]] Corpse || 6 Alien Alloy || Chryssalid Autopsy (1) || Chitin Plating Project (1) || Chitin Plating (1) || 12? &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Drone (LW2)|ADVENT Surveillance Drone]] Wreck || 2 Alien Alloy || Drone Autopsy (3) || Redscreen Rounds Project (1), Battle Scanner Project (1), EMP Grenade Project (1) || EMP Grenade (1), Redscreen Rounds (1), Battle Scanners (1), Gremlin Mk II (1) || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[Faceless (LW2)|Faceless]] Corpse || 2 Elerium Dust || Faceless Autopsy (1) || Chameleon Suit Project (1), Stilleto Rounds Project (1) || Chameleon Suit (1), Stilleto Rounds (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[Gatekeeper (LW2)|Gatekeeper]] Shell || 10 Alien Alloy || Gatekeeper Autopsy (1) || Mimic Beacon Project (1) || Mimic Beacon (1), Arc Blaster (1), Alien Psi Amp (1) || 45 &lt;br /&gt;
|-&lt;br /&gt;
| [[Muton (LW2)|Muton]] Corpse || 4 Alien Alloy || Muton Autopsy (1) || Plasma Grenade (1), Plated Vests Project (1) || Tactical Vest (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
| [[Muton Elite(LW2)|Muton Elite]] Corpse || 6 Alien Alloy || Muton Elite Autopsy (1) || Carapace Plating Project (1), Dragon Rounds Project (1) || Carapace Plating (1), Dragon Rounds (1), Blaster Gauntlet (1) || 15 &lt;br /&gt;
|-&lt;br /&gt;
| [[Sectoid (LW2)|Sectoid]] Corpse || 3 Alien Alloy || Sectoid Autopsy (1), Psionics (1) || Talon Rounds Project (1) || Talon Rounds (1), Mind Shield (1), Neurowhip (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod (LW2)|Sectopod]] Wreck || 12 Alien Alloy || Sectopod Autopsy (1) || Proximity Mine Project (1) || Proximity Mine (1), Gremlin Mk. III (1) || 50 &lt;br /&gt;
|-&lt;br /&gt;
| [[Viper (LW2)|Viper]] Corpse || 3 Alien Alloy || Viper Autopsy (1), NanoMedkit (1) || Battlefield Medicine (1), Venom Rounds Project (1), Gas Grenade Project (1), Gas Bomb Project (1) || Gas Grenade (1), Gas Bomb (2), Venom Rounds (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Generic [[ADVENT Trooper (LW2)|Advent Trooper]] corpses drop from most Advent soldiers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
{{CombatSims_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advent_Artifacts_(LW2)&amp;diff=84311</id>
		<title>Advent Artifacts (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advent_Artifacts_(LW2)&amp;diff=84311"/>
		<updated>2017-03-17T05:29:49Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;  ! Name !! Render/Disassemble !! Required  for  Research !! Required for Proving Ground !! Required for Production...&amp;quot;&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;
! Name !! Render/Disassemble !! Required  for  Research !! Required for Proving Ground !! Required for Production !! Trading Value &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT MEC (LW2)|ADVENT MEC]] Wreck || 5 Alien Alloy || Advent MEC Autopsy (1) || Bluescreen Protocol (1), Bluescreen Rounds (1), EMP Bomb Project (1) || EMP Bomb (1), Bluescreen Rounds (1), Holotargeter Mk. II (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Officer (LW2)|ADVENT Officer]] Corpse || 3 Alien Alloy || Officer Autopsy (1) || Skulljack (1), Incendiary Grenade Project (1), Incendiary Bomb Project (1) || Incendiary Grenade (1), Incendiary Bomb (2), Skull Jack (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Shieldbearer (LW2)|ADVENT Shieldbearer]] Corpse || 3 Alien Alloy || Shield Bearer Autopsy (1) || Needle Rounds Project (1), Stasis Vest Project (1) || Stasis Vest (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Stun Lancer (LW2)|ADVENT Stun Lancer]] Corpse || 3 Alien Alloy || Stun Lancer Autopsy (1) ||  || Arc Blade (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Trooper (LW2)|ADVENT Trooper]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Corpse || 2 Alien Alloy || Trooper Autopsy (1) || Alloy Plating Project (1) ||  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Turret (LW2)|ADVENT Turret]] Wreck || 3 Alien Alloy || Turret Autopsy (1) || Falcon Rounds Project (1) (?) || Shredder Rounds (1), Needle Rounds (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[Andromedon (LW2)|Andromedon]] Shell || 6 Alien Alloy || Andromedon Autopsy (1) ||  || Holotargeter Mk. II (1) || 35 &lt;br /&gt;
|-&lt;br /&gt;
| [[Archon (LW2)|Archon]] Corpse || 5 Elerium Dust || Archon Autopsy (1) || Flechette Rounds Project (1), Acid Grenade Project (1), Acid Bomb Project (1) || Alloy Plate (1), Acid Grenade (1), Acid Bomb (2), Flechette Rounds (1), Fusion Blade (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[Berserker (LW2)|Berserker]] Corpse || 5 Alien Alloy || Berserker Autopsy (1) || Hellweave Project (1) || Hellweave Vest (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[Chryssalid (LW2)|Chryssalid]] Corpse || 6 Alien Alloy || Chryssalid Autopsy (1) || Chitin Plating Project (1) || Chitin Plating (1) || 12? &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Drone (LW2)|ADVENT Surveillance Drone]] Wreck || 2 Alien Alloy || Drone Autopsy (3) || Redscreen Rounds Project (1), Battle Scanner Project (1), EMP Grenade Project (1) || EMP Grenade (1), Redscreen Rounds (1), Battle Scanners (1), Gremlin Mk II (1) || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[Faceless (LW2)|Faceless]] Corpse || 2 Elerium Dust || Faceless Autopsy (1) || Chameleon Suit Project (1), Stilleto Rounds Project (1) || Chameleon Suit (1), Stilleto Rounds (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[Gatekeeper (LW2)|Gatekeeper]] Shell || 10 Alien Alloy || Gatekeeper Autopsy (1) || Mimic Beacon Project (1) || Mimic Beacon (1), Arc Blaster (1), Alien Psi Amp (1) || 45 &lt;br /&gt;
|-&lt;br /&gt;
| [[Muton (LW2)|Muton]] Corpse || 4 Alien Alloy || Muton Autopsy (1) || Plasma Grenade (1), Plated Vests Project (1) || Tactical Vest (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
| [[Muton Elite(LW2)|Muton Elite]] Corpse || 6 Alien Alloy || Muton Elite Autopsy (1) || Carapace Plating Project (1), Dragon Rounds Project (1) || Carapace Plating (1), Dragon Rounds (1), Blaster Gauntlet (1) || 15 &lt;br /&gt;
|-&lt;br /&gt;
| [[Sectoid (LW2)|Sectoid]] Corpse || 3 Alien Alloy || Sectoid Autopsy (1), Psionics (1) || Talon Rounds Project (1) || Talon Rounds (1), Mind Shield (1), Neurowhip (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod (LW2)|Sectopod]] Wreck || 12 Alien Alloy || Sectopod Autopsy (1) || Proximity Mine Project (1) || Proximity Mine (1), Gremlin Mk. III (1) || 50 &lt;br /&gt;
|-&lt;br /&gt;
| [[Viper (LW2)|Viper]] Corpse || 3 Alien Alloy || Viper Autopsy (1), NanoMedkit (1) || Battlefield Medicine (1), Venom Rounds Project (1), Gas Grenade Project (1), Gas Bomb Project (1) || Gas Grenade (1), Gas Bomb (2), Venom Rounds (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Generic [[ADVENT Trooper (LW2)|Advent Trooper]] corpses drop from most Advent soldiers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LW2)&amp;diff=84310</id>
		<title>Alien Artifacts (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LW2)&amp;diff=84310"/>
		<updated>2017-03-17T05:28:24Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;  ! Name !! Render/Disassemble !! Required  for  Research !! Required for Proving Ground !! Required for Production...&amp;quot;&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;
! Name !! Render/Disassemble !! Required  for  Research !! Required for Proving Ground !! Required for Production !! Trading Value &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT MEC (LW2)|ADVENT MEC]] Wreck || 5 Alien Alloy || Advent MEC Autopsy (1) || Bluescreen Protocol (1), Bluescreen Rounds (1), EMP Bomb Project (1) || EMP Bomb (1), Bluescreen Rounds (1), Holotargeter Mk. II (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Officer (LW2)|ADVENT Officer]] Corpse || 3 Alien Alloy || Officer Autopsy (1) || Skulljack (1), Incendiary Grenade Project (1), Incendiary Bomb Project (1) || Incendiary Grenade (1), Incendiary Bomb (2), Skull Jack (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Shieldbearer (LW2)|ADVENT Shieldbearer]] Corpse || 3 Alien Alloy || Shield Bearer Autopsy (1) || Needle Rounds Project (1), Stasis Vest Project (1) || Stasis Vest (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Stun Lancer (LW2)|ADVENT Stun Lancer]] Corpse || 3 Alien Alloy || Stun Lancer Autopsy (1) ||  || Arc Blade (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Trooper (LW2)|ADVENT Trooper]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Corpse || 2 Alien Alloy || Trooper Autopsy (1) || Alloy Plating Project (1) ||  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Turret (LW2)|ADVENT Turret]] Wreck || 3 Alien Alloy || Turret Autopsy (1) || Falcon Rounds Project (1) (?) || Shredder Rounds (1), Needle Rounds (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[Andromedon (LW2)|Andromedon]] Shell || 6 Alien Alloy || Andromedon Autopsy (1) ||  || Holotargeter Mk. II (1) || 35 &lt;br /&gt;
|-&lt;br /&gt;
| [[Archon (LW2)|Archon]] Corpse || 5 Elerium Dust || Archon Autopsy (1) || Flechette Rounds Project (1), Acid Grenade Project (1), Acid Bomb Project (1) || Alloy Plate (1), Acid Grenade (1), Acid Bomb (2), Flechette Rounds (1), Fusion Blade (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[Berserker (LW2)|Berserker]] Corpse || 5 Alien Alloy || Berserker Autopsy (1) || Hellweave Project (1) || Hellweave Vest (1) || 12 &lt;br /&gt;
|-&lt;br /&gt;
| [[Chryssalid (LW2)|Chryssalid]] Corpse || 6 Alien Alloy || Chryssalid Autopsy (1) || Chitin Plating Project (1) || Chitin Plating (1) || 12? &lt;br /&gt;
|-&lt;br /&gt;
| [[ADVENT Drone (LW2)|ADVENT Surveillance Drone]] Wreck || 2 Alien Alloy || Drone Autopsy (3) || Redscreen Rounds Project (1), Battle Scanner Project (1), EMP Grenade Project (1) || EMP Grenade (1), Redscreen Rounds (1), Battle Scanners (1), Gremlin Mk II (1) || 5 &lt;br /&gt;
|-&lt;br /&gt;
| [[Faceless (LW2)|Faceless]] Corpse || 2 Elerium Dust || Faceless Autopsy (1) || Chameleon Suit Project (1), Stilleto Rounds Project (1) || Chameleon Suit (1), Stilleto Rounds (1) || 8 &lt;br /&gt;
|-&lt;br /&gt;
| [[Gatekeeper (LW2)|Gatekeeper]] Shell || 10 Alien Alloy || Gatekeeper Autopsy (1) || Mimic Beacon Project (1) || Mimic Beacon (1), Arc Blaster (1), Alien Psi Amp (1) || 45 &lt;br /&gt;
|-&lt;br /&gt;
| [[Muton (LW2)|Muton]] Corpse || 4 Alien Alloy || Muton Autopsy (1) || Plasma Grenade (1), Plated Vests Project (1) || Tactical Vest (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
| [[Muton Elite(LW2)|Muton Elite]] Corpse || 6 Alien Alloy || Muton Elite Autopsy (1) || Carapace Plating Project (1), Dragon Rounds Project (1) || Carapace Plating (1), Dragon Rounds (1), Blaster Gauntlet (1) || 15 &lt;br /&gt;
|-&lt;br /&gt;
| [[Sectoid (LW2)|Sectoid]] Corpse || 3 Alien Alloy || Sectoid Autopsy (1), Psionics (1) || Talon Rounds Project (1) || Talon Rounds (1), Mind Shield (1), Neurowhip (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod (LW2)|Sectopod]] Wreck || 12 Alien Alloy || Sectopod Autopsy (1) || Proximity Mine Project (1) || Proximity Mine (1), Gremlin Mk. III (1) || 50 &lt;br /&gt;
|-&lt;br /&gt;
| [[Viper (LW2)|Viper]] Corpse || 3 Alien Alloy || Viper Autopsy (1), NanoMedkit (1) || Battlefield Medicine (1), Venom Rounds Project (1), Gas Grenade Project (1), Gas Bomb Project (1) || Gas Grenade (1), Gas Bomb (2), Venom Rounds (1) || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Generic [[ADVENT Trooper (LW2)|Advent Trooper]] corpses drop from most Advent soldiers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Perk_List_(LW2)&amp;diff=83916</id>
		<title>Talk:Perk List (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Perk_List_(LW2)&amp;diff=83916"/>
		<updated>2017-02-18T21:47:19Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any reason that the perks here don&#039;t have the little question mark thing on them like they do on the class specific pages?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 21:43, 18 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Perk_List_(LW2)&amp;diff=83915</id>
		<title>Perk List (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Perk_List_(LW2)&amp;diff=83915"/>
		<updated>2017-02-18T21:46:48Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Perks==&lt;br /&gt;
&amp;lt;!--These tables are not ideal, but better than nothing at all.  Feel free to redo --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:none; background-color:white; width:50%;&amp;quot;&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Aggression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]], [[Sharpshooter (LW2)|Sharpshooter]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Alpha Mike Foxtrot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Sharpshooter (LW2)|Sharpshooter]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Area Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[ADVENT Gunner|ADVENT Gunner]], [[Gunner (LW2)|Gunner]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Grenadier (LW2)|Grenadier]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Both Barrels (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Bring &#039;Em On (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Bunker Buster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Burnout (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Center Mass (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: Advanced Warfare Center, [[Grenadier (LW2)|Grenadier]], [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]], [[Sharpshooter (LW2)|Sharpshooter]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Close and Personal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Close Combat Specialist (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Close Encounters (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Combat Fitness (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Concussion Rocket (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Coup de Grace (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Cutthroat (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Fire in the Hole (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Firestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Grenadier (LW2) |Grenadier]], [[Gunner (LW2) |Gunner]], [[Ranger (LW2) |Ranger]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: Advanced Warfare Center, [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Heavy Weapons (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Javelin Rockets (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Napalm-X (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Phosphorus (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Point Blank (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Quickburn (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]], [[Shinobi (LW2)|Shinobi]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Roust (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Run and Gun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Rupture (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Grenadier (LW2)|Grenadier]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Gunner (LW2)|Gunner]], [[SPARK (LW2)| SPARK]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Street Sweeper (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Stun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Stun Gunner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Andromedon (LW2) |Andromedon]], [[Gunner (LW2) |Gunner]], [[Muton (LW2) |Muton]], [[Ranger (LW2) |Ranger]], [[Specialist (LW2) |Specialist]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Ranger (LW2)|Ranger]], [[Shinobi (LW2)|Shinobi]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Exclusive Perks ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:none; background-color:white; width:50%;&amp;quot;&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Bind and Crush (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Viper (LW2)|Viper]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Counterattack (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Muton (LW2)|Muton]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Execute (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Muton (LW2)|Muton]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Poison Spit (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Viper (LW2)|Viper]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Tongue Pull (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Viper (LW2)|Viper]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AWC Exclusive Perks ==&lt;br /&gt;
&lt;br /&gt;
== Officer Perks ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:none; background-color:white; width:50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Focus Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Jammer (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Lead by Example (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border:none;&amp;quot; | {{ You&#039;ll Need This (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&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 = 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quickdraw (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clutch Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Lightning Hands (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Faceoff (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fan Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gunslinger (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Perk_List_(LW2)&amp;diff=83913</id>
		<title>Talk:Perk List (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Perk_List_(LW2)&amp;diff=83913"/>
		<updated>2017-02-18T21:43:39Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;Is there any reason that the perks here don&amp;#039;t have the little question mark thing on them?    ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any reason that the perks here don&#039;t have the little question mark thing on them?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 21:43, 18 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Perk_List_(LW2)&amp;diff=83912</id>
		<title>Perk List (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Perk_List_(LW2)&amp;diff=83912"/>
		<updated>2017-02-18T21:33:15Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: added pistol perks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Perks==&lt;br /&gt;
&amp;lt;!--These tables are not ideal, but better than nothing at all.  Feel free to redo --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:none; background-color:white; width:50%;&amp;quot;&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Aggression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]], [[Sharpshooter (LW2)|Sharpshooter]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Alpha Mike Foxtrot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Sharpshooter (LW2)|Sharpshooter]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Area Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[ADVENT Gunner|ADVENT Gunner]], [[Gunner (LW2)|Gunner]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Biggest Booms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Grenadier (LW2)|Grenadier]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Both Barrels (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Bring &#039;Em On (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Bunker Buster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Burnout (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Center Mass (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: Advanced Warfare Center, [[Grenadier (LW2)|Grenadier]], [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]], [[Sharpshooter (LW2)|Sharpshooter]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Close and Personal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Close Combat Specialist (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Close Encounters (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Combat Fitness (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Concussion Rocket (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Coup de Grace (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Cutthroat (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Fire in the Hole (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Firestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Formidable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Grenadier (LW2) |Grenadier]], [[Gunner (LW2) |Gunner]], [[Ranger (LW2) |Ranger]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Fortify (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: Advanced Warfare Center, [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Heavy Weapons (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Javelin Rockets (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Napalm-X (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Phosphorus (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Point Blank (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Quickburn (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]], [[Ranger (LW2)|Ranger]], [[Shinobi (LW2)|Shinobi]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Roust (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Run and Gun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Rupture (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Salvo (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Grenadier (LW2)|Grenadier]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Shredder (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Gunner (LW2)|Gunner]], [[SPARK (LW2)| SPARK]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Street Sweeper (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Stun (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Stun Gunner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Assault (LW2)|Assault]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Suppression (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Andromedon (LW2) |Andromedon]], [[Gunner (LW2) |Gunner]], [[Muton (LW2) |Muton]], [[Ranger (LW2) |Ranger]], [[Specialist (LW2) |Specialist]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Ranger (LW2)|Ranger]], [[Shinobi (LW2)|Shinobi]], [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Tandem Warheads (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Technical (LW2)|Technical]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Shinobi (LW2)|Shinobi]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alien Exclusive Perks ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:none; background-color:white; width:50%;&amp;quot;&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Bind and Crush (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Viper (LW2)|Viper]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Counterattack (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Muton (LW2)|Muton]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Execute (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Muton (LW2)|Muton]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Poison Spit (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Viper (LW2)|Viper]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&#039;2&#039; style=&amp;quot;border:none;&amp;quot; | {{Tongue Pull (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; width:60%&amp;quot; |&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0; vertical-align:bottom; text-align:left&amp;quot; |Available for: [[Viper (LW2)|Viper]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AWC Exclusive Perks ==&lt;br /&gt;
&lt;br /&gt;
== Officer Perks ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:none; background-color:white; width:50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Focus Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Jammer (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Lead by Example (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-width: 0 0 1px 0;&amp;quot; | {{ Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border:none;&amp;quot; | {{ You&#039;ll Need This (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}&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;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=83220</id>
		<title>Talk:Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=83220"/>
		<updated>2017-02-12T17:02:22Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Mission Objectives ==&lt;br /&gt;
I&#039;ve noticed that mission objectives may include things like &amp;quot;Investigate a lead&amp;quot; or &amp;quot;Get Advents Attention&amp;quot; that can be attached to some of the mission types. Most likely the &amp;quot;relay&amp;quot; &amp;quot;hacking&amp;quot; &amp;quot;Looting&amp;quot; and &amp;quot;VIP&amp;quot; missions.&lt;br /&gt;
&lt;br /&gt;
I believe these may correspond to strategic layer events, such as leading to new missions, or causing the AI to reprioritize advent troop distributions&lt;br /&gt;
&lt;br /&gt;
I first noticed this with a mission that I elected not to complete, while I cannot exactly recall the text, seemed to imply it was related to a base raid that occurred immediately following the missions expiration.&lt;br /&gt;
&lt;br /&gt;
It may be a good idea to collect mission objective text in this article as well.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided it would be best to not edit the article to include this stub of information.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ghede|Ghede]] ([[User talk:Ghede|talk]]) 09:33, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed when I completed a mission with the Find a Lead objective, it completed that objective in the strategic layer (I now have &amp;quot;grow the resistance&amp;quot; instead). I assume they correspond to strategic objectives (and I just haven&#039;t seen the Get Advent&#039;s Attention objective yet).&lt;br /&gt;
: The alternative is that Get Advent&#039;s Attention might signify that this mission will generate more threat than usual.&lt;br /&gt;
--[[User:Binkyuk|Binkyuk]] ([[User talk:Binkyuk|talk]]) 11:12, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that leads are things that direct you to interesting things?  I think that after I do one of them, I often get another scan site.  For instance, I got some that directed me to scan sites with a MEC, intel, supplies, etc.  Possibly also to &amp;quot;storylines&amp;quot; (for lack of a better descriptor), for instance the liberation &amp;quot;storyline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think objectives and rewards should be discussed together because many of those are tied together. Here is what i have observed so far about mission objectives and rewards:&lt;br /&gt;
* The &amp;quot;Find a lead&amp;quot; objective is tied to the &amp;quot;Intel package&amp;quot; reward and shows on various green missions. One of those will start the liberation quest and allow further liberation missions. Other leads will pop vanilla style scansites (with reduced duration) allowing for more supplies/intel/personnel... with no risk to your troops. As such they are all valuable.&lt;br /&gt;
* Further liberation missions will have a Liberation:something reward.&lt;br /&gt;
* Missions with an objective to eliminate an Advent VIP or blow up a monument will have a Draw Advent attention &amp;quot;reward&amp;quot; in addition to some intel. This means Advent will try to transfer forces to that region, probably increasing strength in that region while reducing it in surrounding regions.&lt;br /&gt;
* Missions with an ambush objective (wilderness supply line, slums ambushes) have &amp;quot;Enemy materiel&amp;quot; rewards which means you get to keep the corpses in those missions, and you can recover further supplies/alloys/elerium (especially when attacking a supply line). Those missions also appear to have a hidden reward of destroying some Advent power, meaning it&#039;s gone from the map rather than redirected as with the draw attention reward (at least, it&#039;s gone for some time, Advent will replace lost troops sooner rather than later)&lt;br /&gt;
* Missions with &amp;quot;Unhindered operations&amp;quot; as a reward (typically protect the device missions) allow you to keep operating Intel job on the haven. If you fail or ignore one of those, you won&#039;t be able to run any intel on that haven for some time.&lt;br /&gt;
* Missions with &amp;quot;attack counterinsurgency&amp;quot; or something similar as a reward are your typical counter dark event guerilla ops. They must be detected and infiltrated as most missions.&lt;br /&gt;
I&#039;ll try to note every mission i encounter and how they work, as well as look at the ini files to try and determine the possible missions.&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:47, 30 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think the best way to present the missions would be some table listing the objectives/rewards as well as some basic information. Then each mission name could link to a mission page with more details and strategic tips. Here is an example of how it could be presented.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Mission&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Objectives&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Rewards&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Origin&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Infiltration&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Concealment&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Timer&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Materiel&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla (Hacking)&lt;br /&gt;
|&lt;br /&gt;
* Hack an Advent Workstation&lt;br /&gt;
* Find a lead&lt;br /&gt;
* Extract your soldiers&lt;br /&gt;
|&lt;br /&gt;
* Intel&lt;br /&gt;
* Intel Package&lt;br /&gt;
| Resistance&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Objective&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Extract a VIP&lt;br /&gt;
|&lt;br /&gt;
* Extract a VIP from Advent City&lt;br /&gt;
* Extract your soldiers&lt;br /&gt;
|&lt;br /&gt;
*VIP&lt;br /&gt;
| Resistance&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| Extraction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Intel Raid&lt;br /&gt;
|&lt;br /&gt;
* Protect resistance device&lt;br /&gt;
* Kill all enemy&lt;br /&gt;
|&lt;br /&gt;
*Unhindered Operations&lt;br /&gt;
| Advent&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:10, 31 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More missions ==&lt;br /&gt;
&lt;br /&gt;
There is also a mission to root out the advent spies.  The one I did tonight had 5 advent and the faceless spy.  &lt;br /&gt;
Also, does anyone know what is up with the formatting?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regarding the new ADVENT activity subheader ==&lt;br /&gt;
&lt;br /&gt;
I think information regarding the AI behind how missions are generated and what conditions need to be fulfilled should go on a page like [[Advent&#039;s Agenda (LW2)]] or something like that, where they can be explained in more detail, whereas this page should be dedicated to how the player directly experiences and interacts with these missions.  Thoughts? [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 02:01, 5 February 2017 (UTC)&lt;br /&gt;
:There are settings regarding the missions that are defined through the Activities, such as the Geoscape detection times and evac/infiltration modifiers that should be listed on this page, as for the other info it can be moved to another page. There&#039;s still a lot of info on the mod files that I&#039;m organizing regarding Missions and the Strategic AI and they&#039;re all connected so it&#039;s kinda hard sometimes to separate both. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 02:56, 5 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timers ==&lt;br /&gt;
&lt;br /&gt;
I feel like the ones that have a countdown exit should have a timer listed (one of the haven retaliations I believe).  And there should be some sort of superscript to label ones that the mission isn&#039;t an immediate fail at the end of the timer (i.e. hacking the workstation you can still kill stuff after the timer is off, as long as you completed the objective).  Thoughts?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 16:48, 12 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason that all the mission types are listed as they are?  Some of them don&#039;t feel right to me.  In my mind, rendezvous should be retaliation. I am not sure exactly what they are, but  troops maneuvers, intel raid, supply convoy, and recruit raid don&#039;t sound like the liberation missions to me.  Defend also sounds like a retaliation.  &lt;br /&gt;
&lt;br /&gt;
Are these missions listed as such based on their categorization in the code somewhere?  &lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 17:02, 12 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=83219</id>
		<title>Talk:Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missions_(LW2)&amp;diff=83219"/>
		<updated>2017-02-12T16:48:18Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Mission Objectives ==&lt;br /&gt;
I&#039;ve noticed that mission objectives may include things like &amp;quot;Investigate a lead&amp;quot; or &amp;quot;Get Advents Attention&amp;quot; that can be attached to some of the mission types. Most likely the &amp;quot;relay&amp;quot; &amp;quot;hacking&amp;quot; &amp;quot;Looting&amp;quot; and &amp;quot;VIP&amp;quot; missions.&lt;br /&gt;
&lt;br /&gt;
I believe these may correspond to strategic layer events, such as leading to new missions, or causing the AI to reprioritize advent troop distributions&lt;br /&gt;
&lt;br /&gt;
I first noticed this with a mission that I elected not to complete, while I cannot exactly recall the text, seemed to imply it was related to a base raid that occurred immediately following the missions expiration.&lt;br /&gt;
&lt;br /&gt;
It may be a good idea to collect mission objective text in this article as well.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided it would be best to not edit the article to include this stub of information.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ghede|Ghede]] ([[User talk:Ghede|talk]]) 09:33, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I noticed when I completed a mission with the Find a Lead objective, it completed that objective in the strategic layer (I now have &amp;quot;grow the resistance&amp;quot; instead). I assume they correspond to strategic objectives (and I just haven&#039;t seen the Get Advent&#039;s Attention objective yet).&lt;br /&gt;
: The alternative is that Get Advent&#039;s Attention might signify that this mission will generate more threat than usual.&lt;br /&gt;
--[[User:Binkyuk|Binkyuk]] ([[User talk:Binkyuk|talk]]) 11:12, 25 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that leads are things that direct you to interesting things?  I think that after I do one of them, I often get another scan site.  For instance, I got some that directed me to scan sites with a MEC, intel, supplies, etc.  Possibly also to &amp;quot;storylines&amp;quot; (for lack of a better descriptor), for instance the liberation &amp;quot;storyline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think objectives and rewards should be discussed together because many of those are tied together. Here is what i have observed so far about mission objectives and rewards:&lt;br /&gt;
* The &amp;quot;Find a lead&amp;quot; objective is tied to the &amp;quot;Intel package&amp;quot; reward and shows on various green missions. One of those will start the liberation quest and allow further liberation missions. Other leads will pop vanilla style scansites (with reduced duration) allowing for more supplies/intel/personnel... with no risk to your troops. As such they are all valuable.&lt;br /&gt;
* Further liberation missions will have a Liberation:something reward.&lt;br /&gt;
* Missions with an objective to eliminate an Advent VIP or blow up a monument will have a Draw Advent attention &amp;quot;reward&amp;quot; in addition to some intel. This means Advent will try to transfer forces to that region, probably increasing strength in that region while reducing it in surrounding regions.&lt;br /&gt;
* Missions with an ambush objective (wilderness supply line, slums ambushes) have &amp;quot;Enemy materiel&amp;quot; rewards which means you get to keep the corpses in those missions, and you can recover further supplies/alloys/elerium (especially when attacking a supply line). Those missions also appear to have a hidden reward of destroying some Advent power, meaning it&#039;s gone from the map rather than redirected as with the draw attention reward (at least, it&#039;s gone for some time, Advent will replace lost troops sooner rather than later)&lt;br /&gt;
* Missions with &amp;quot;Unhindered operations&amp;quot; as a reward (typically protect the device missions) allow you to keep operating Intel job on the haven. If you fail or ignore one of those, you won&#039;t be able to run any intel on that haven for some time.&lt;br /&gt;
* Missions with &amp;quot;attack counterinsurgency&amp;quot; or something similar as a reward are your typical counter dark event guerilla ops. They must be detected and infiltrated as most missions.&lt;br /&gt;
I&#039;ll try to note every mission i encounter and how they work, as well as look at the ini files to try and determine the possible missions.&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:47, 30 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think the best way to present the missions would be some table listing the objectives/rewards as well as some basic information. Then each mission name could link to a mission page with more details and strategic tips. Here is an example of how it could be presented.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Mission&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Objectives&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Rewards&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Origin&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Infiltration&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Concealment&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Timer&lt;br /&gt;
! style=&amp;quot;font-weight: bold;&amp;quot; | Materiel&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla (Hacking)&lt;br /&gt;
|&lt;br /&gt;
* Hack an Advent Workstation&lt;br /&gt;
* Find a lead&lt;br /&gt;
* Extract your soldiers&lt;br /&gt;
|&lt;br /&gt;
* Intel&lt;br /&gt;
* Intel Package&lt;br /&gt;
| Resistance&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Objective&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Extract a VIP&lt;br /&gt;
|&lt;br /&gt;
* Extract a VIP from Advent City&lt;br /&gt;
* Extract your soldiers&lt;br /&gt;
|&lt;br /&gt;
*VIP&lt;br /&gt;
| Resistance&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| Extraction&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Intel Raid&lt;br /&gt;
|&lt;br /&gt;
* Protect resistance device&lt;br /&gt;
* Kill all enemy&lt;br /&gt;
|&lt;br /&gt;
*Unhindered Operations&lt;br /&gt;
| Advent&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Lord Yanaek|Lord Yanaek]] ([[User talk:Lord Yanaek|talk]]) 13:10, 31 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More missions ==&lt;br /&gt;
&lt;br /&gt;
There is also a mission to root out the advent spies.  The one I did tonight had 5 advent and the faceless spy.  &lt;br /&gt;
Also, does anyone know what is up with the formatting?  &lt;br /&gt;
&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:29, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regarding the new ADVENT activity subheader ==&lt;br /&gt;
&lt;br /&gt;
I think information regarding the AI behind how missions are generated and what conditions need to be fulfilled should go on a page like [[Advent&#039;s Agenda (LW2)]] or something like that, where they can be explained in more detail, whereas this page should be dedicated to how the player directly experiences and interacts with these missions.  Thoughts? [[User:DjinnFor|DjinnFor]] ([[User talk:DjinnFor|talk]]) 02:01, 5 February 2017 (UTC)&lt;br /&gt;
:There are settings regarding the missions that are defined through the Activities, such as the Geoscape detection times and evac/infiltration modifiers that should be listed on this page, as for the other info it can be moved to another page. There&#039;s still a lot of info on the mod files that I&#039;m organizing regarding Missions and the Strategic AI and they&#039;re all connected so it&#039;s kinda hard sometimes to separate both. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 02:56, 5 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timers ==&lt;br /&gt;
I feel like the ones that have a countdown exit should have a timer listed (one of the haven retaliations I believe).  And there should be some sort of superscript to label ones that the mission isn&#039;t an immediate fail at the end of the timer (i.e. hacking the workstation you can still kill stuff after the timer is off, as long as you completed the objective).  Thoughts?&lt;br /&gt;
[[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 16:48, 12 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82183</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82183"/>
		<updated>2017-02-09T19:50:17Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(LW2)&amp;diff=82182</id>
		<title>Talk:Equipment (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(LW2)&amp;diff=82182"/>
		<updated>2017-02-09T19:50:02Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;Could use Proving ground costs for initial research stuff, i.e. plasma grenade costs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could use Proving ground costs for initial research stuff, i.e. plasma grenade costs&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82181</id>
		<title>Equipment (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82181"/>
		<updated>2017-02-09T19:49:19Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
- trying to figure out whats in the game by looking through the scripts (have not seen all of these during play yet)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Agility|| +Dodge || 10 - 15 || 15 - 20 || 20-25&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning|| +Health || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|-&lt;br /&gt;
|Focus *|| +Will || 10 - 15 || 15 - 20 || 20 - 25&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Hacking|| +Hacking || 5 - 7 || 8 - 11 || 12 - 15&lt;br /&gt;
|-&lt;br /&gt;
|Perception|| +Aim || 3 - 4 || 5 - 6 || 7 - 8&lt;br /&gt;
|-&lt;br /&gt;
|Psi|| +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|- &lt;br /&gt;
|Speed|| +Mobility || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|(*) tier 1 and tier 2 are actually the same in the table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Absorption Fields ||&lt;br /&gt;
|-&lt;br /&gt;
|Body Shield|| The targeted enemy faces -20 aim and -50 crit chance against you.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Awareness|| When on Overwatch: +15 Defense, +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Combat Rush ||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control	|| After taking damage, gain 2 armor through the end of the next turn; further hits refresh the timer&lt;br /&gt;
|-&lt;br /&gt;
|Depth Perception|| When on higher elevation: +aim, -dodge on target&lt;br /&gt;
|-&lt;br /&gt;
|Emergency Life Support || Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer.&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control ||&lt;br /&gt;
|-&lt;br /&gt;
|Hyper-Reactive Pupils	|| +10 aim for next shot with primary weapon after a shot missed.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Skin ||&lt;br /&gt;
|-&lt;br /&gt;
|Smart Macrophages || Immunity to Poison and Acid; +Wound Recovery&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82180</id>
		<title>Template:Grenades (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82180"/>
		<updated>2017-02-09T19:46:28Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements !! Supplies !! Alloys !! Elerium Cores !! Elerium Crystals !! Other !! Sell Cost&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || || || || || || yes || - ||  none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || yes || - || Plasma Grenade || 10 || 1 || 1 || 0 || - || 5&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || || || || || || no || Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities || none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || || || || || || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || GasGrenadeProject || 10 || 1 || 1 || 0 || Viper Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Gas Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || GasBombProject || 20 || 1 || 1 || 2 || 2 Viper Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || || || || || || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || IncendiaryGrenadeProject || 10 || 1 || 1 || 0 || Officer Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || IncendiaryBombProject || 20 || 1 || 1 || 2 || 2 Officer Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|Acid Grenade || || || || || || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || AcidGrenadeProject || 10 || 1 || 1 || 0 || Archon Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|Acid Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || AcidBombProject || 20 || 1 || 1 || 2 || 2 Archon Corpses || 15&lt;br /&gt;
|-&lt;br /&gt;
|EMP Grenade || || || || || || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || EMPGrenadeProject || 10 || 1 || 1 || 0 || Drone Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
|EMP Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || EMPBombProject || 20 || 1 || 1 || 2 || Advent MEC Corpse || 15&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || || || || || || no || Grants Defense to units in cloud || none || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || || || || || || no || Grants Defense to units in cloud || SmokeBombProject || 10 || 0 || 0 || 0 || - || 10 &lt;br /&gt;
|-&lt;br /&gt;
|Proximity Mine || || || || || || yes || Explodes when an enemy is within the blast radius ||  || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|}colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82179</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82179"/>
		<updated>2017-02-09T19:01:59Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. Once I get the xcom2 data off of it, I will post it on the proper page, but don&#039;t want to have it start with the inaccurate data on it.  But i need to go to bed now, so not tonight.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
- trying to figure out whats in the game by looking through the scripts (have not seen all of these during play yet)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Agility|| +Dodge || 10 - 15 || 15 - 20 || 20-25&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning|| +Health || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Defense|| +Defense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|-&lt;br /&gt;
|Focus *|| +Will || 10 - 15 || 15 - 20 || 20 - 25&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control|| Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
|Hacking|| +Hacking || 5 - 7 || 8 - 11 || 12 - 15&lt;br /&gt;
|-&lt;br /&gt;
|Perception|| +Aim || 3 - 4 || 5 - 6 || 7 - 8&lt;br /&gt;
|-&lt;br /&gt;
|Psi|| +PsiOffense || 3 - 5 || 6 - 8 || 9 - 10&lt;br /&gt;
|- &lt;br /&gt;
|Speed|| +Mobility || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|(*) tier 1 and tier 2 are actually the same in the table&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|Absorption Fields ||&lt;br /&gt;
|-&lt;br /&gt;
|Body Shield|| The targeted enemy faces -20 aim and -50 crit chance against you.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Awareness|| When on Overwatch: +15 Defense, +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Combat Rush ||&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control	|| After taking damage, gain 2 armor through the end of the next turn; further hits refresh the timer&lt;br /&gt;
|-&lt;br /&gt;
|Depth Perception|| When on higher elevation: +aim, -dodge on target&lt;br /&gt;
|-&lt;br /&gt;
|Emergency Life Support || Forces the first killingblow to result In bleeding out and adds 2 turns bleedout timer.&lt;br /&gt;
|-&lt;br /&gt;
|Fire Control ||&lt;br /&gt;
|-&lt;br /&gt;
|Hyper-Reactive Pupils	|| +10 aim for next shot with primary weapon after a shot missed.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Skin ||&lt;br /&gt;
|-&lt;br /&gt;
|Smart Macrophages || Immunity to Poison and Acid; +Wound Recovery&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82172</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82172"/>
		<updated>2017-02-09T06:54:12Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. Once I get the xcom2 data off of it, I will post it on the proper page, but don&#039;t want to have it start with the inaccurate data on it.  But i need to go to bed now, so not tonight.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Ff03k64&amp;diff=82171</id>
		<title>User talk:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Ff03k64&amp;diff=82171"/>
		<updated>2017-02-09T06:52:25Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HI!!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Not to rain on your parade, but it&#039;s customary to make edits on the actual article itself on a wiki. It&#039;s okay to have it be in an incomplete or semi-incomplete state. Otherwise the edit history is obfuscated. (Also templates are normally for general solutions or frequently reused markup.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 06:44, 9 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
I wanted to get the inaccurate stuff off of it first.  I started with the base Xcom2 page, and it still has a lot of the xcom2 information on it.  &lt;br /&gt;
&lt;br /&gt;
I can probably untemplate a bunch of it then.  I saw the grenades that way on the xcom2 equipment page, and thought it would be useful for the vests and plating anyway, and didn&#039;t know if there would be any other useful places to use the other ones.  I was kind of thinking that they could also get used on the proving grounds page maybe when it gets created.  [[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 06:52, 9 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82166</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82166"/>
		<updated>2017-02-09T06:32:09Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. &#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{{Ammunition_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82163</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82163"/>
		<updated>2017-02-09T06:26:22Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. &#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. &lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82162</id>
		<title>Template:Grenades (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82162"/>
		<updated>2017-02-09T06:25:59Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense to units in cloud || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no || Grants Defense to units in cloud || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes || Explodes when an enemy is within the blast radius || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82161</id>
		<title>Template:Grenades (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82161"/>
		<updated>2017-02-09T06:23:28Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense to units in cloud || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no || Grants Defense to units in cloud || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes || Explodes when an enemy is within the blast radius || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82160</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82160"/>
		<updated>2017-02-09T06:22:09Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. &#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82159</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82159"/>
		<updated>2017-02-09T06:21:31Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. &#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Vests_(LW2)&amp;diff=82158</id>
		<title>Template:Vests (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Vests_(LW2)&amp;diff=82158"/>
		<updated>2017-02-09T06:21:11Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!HP&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Other Effects&lt;br /&gt;
|-&lt;br /&gt;
|Nanoscale Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
| -25 chance to be critically hit&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|Immune to fire, acid and poison&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Vest&lt;br /&gt;
|4&lt;br /&gt;
|Muton Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Stasis Vest&lt;br /&gt;
|4&lt;br /&gt;
|Shieldbearer Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Restores lost HP (+2HP/turn, max 8)&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave&lt;br /&gt;
|5&lt;br /&gt;
|Berserker Autopsy&lt;br /&gt;
|30&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Ignites melee attackers, reduces melee damage taken?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Armor_(LW2)]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Plating_(LW2)&amp;diff=82157</id>
		<title>Template:Plating (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Plating_(LW2)&amp;diff=82157"/>
		<updated>2017-02-09T06:20:53Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;ADVENT Trooper Autopsy&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Chryssalid Autopsy&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Carapace Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Muton Elite Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|5 Ablative HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Armor_(LW2)]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82156</id>
		<title>User:Ff03k64</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Ff03k64&amp;diff=82156"/>
		<updated>2017-02-09T06:20:30Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;This is where I am testing the equipment page.&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039; I copy pasted the XCOM2 page and am editing from there. &amp;#039;&amp;#039;&amp;#039;    &amp;#039;&amp;#039;&amp;#039; Vests and plating are accurate for LW2, but shoul...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is where I am testing the equipment page.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; I copy pasted the XCOM2 page and am editing from there. &#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Vests and plating are accurate for LW2, but should get any proving ground costs listed (if any)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All soldiers have three slots that can carry a utility item. Special armor suits such as EXO and Spider Suits Have a heavy weapon slot instead of one utility slot.  &lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only carry one vest and one plating.&lt;br /&gt;
&lt;br /&gt;
==== Vests ====&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==== Plating ====&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Personal Combat Sims==&lt;br /&gt;
PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Equipment_(LW2)&amp;diff=82155</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=82155"/>
		<updated>2017-02-09T06:19:49Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Equipment_(LW2)&amp;diff=82154</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=82154"/>
		<updated>2017-02-09T06:19:28Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;Category: Long War 2 Category: Equipment_(LW2)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Ammunition_(LW2)&amp;diff=82153</id>
		<title>Template:Ammunition (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Ammunition_(LW2)&amp;diff=82153"/>
		<updated>2017-02-09T06:18:53Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; ! Ammunition !! Abilities !!Build Cost!! Prerequisites |- style=&amp;quot;vertical-align:top;&amp;quot; | Redscreen Rounds || +5 dam...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !!Build Cost!! Prerequisites&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Redscreen Rounds || +5 damage against robotic enemies and disables shields||???|| (PG)&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier ||???|| ???&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +5 Aim ||???|| ???&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning ||???|| (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage||???|| (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  ||???|| (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:UtilityItems_(LW2)&amp;diff=82152</id>
		<title>Template:UtilityItems (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:UtilityItems_(LW2)&amp;diff=82152"/>
		<updated>2017-02-09T06:13:24Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &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;
! Item !! Effect !!Cost!! Requirements &lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanners&lt;br /&gt;
|Scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s.&lt;br /&gt;
|???&lt;br /&gt;
|[[ADVENT Trooper (XCOM2)|ADVENT Trooper]] Autopsy.&lt;br /&gt;
|-&lt;br /&gt;
|Medikits&lt;br /&gt;
|Heal 4HP. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healing and tier 3 Gremlin adds +2HP healing). &lt;br /&gt;
|Free and Infinite&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikits&lt;br /&gt;
|Heal 6HP. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healing and tier 3 Gremlin adds +2HP healing).&lt;br /&gt;
|???&lt;br /&gt;
|Viper autopsy &lt;br /&gt;
|-&lt;br /&gt;
|Mindshield&lt;br /&gt;
|Protects against all types of negative mental effects, like panic or mind control..&lt;br /&gt;
|???&lt;br /&gt;
|Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|Skulljack&lt;br /&gt;
|Hacks an enemy&#039;s brain implant at melee range, also dealing 20 damage. Initial Skulljack required for storyline progression. Afterwards, Skullmining gives bonuses. After Skullmining research, Skulljacks give +25 Hacking.&lt;br /&gt;
|???&lt;br /&gt;
|Skulljack (PG)&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon&lt;br /&gt;
|Conjures a holographic decoy soldier for the enemy to shoot at.&lt;br /&gt;
|???&lt;br /&gt;
|Faceless Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum&lt;br /&gt;
|Grants bonus mobility and damage reduction for 2 turns. Can be taken as a free action.&lt;br /&gt;
|???&lt;br /&gt;
|Berserker Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:UtilityItems_(LW2)&amp;diff=82151</id>
		<title>Template:UtilityItems (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:UtilityItems_(LW2)&amp;diff=82151"/>
		<updated>2017-02-09T06:10:14Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &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;
! Item !! Effect !!Cost!! Requirements &lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanners&lt;br /&gt;
|Scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s.&lt;br /&gt;
|???&lt;br /&gt;
|[[ADVENT Trooper (XCOM2)|ADVENT Trooper]] Autopsy.&lt;br /&gt;
|-&lt;br /&gt;
|Medikits&lt;br /&gt;
|Heal 4HP. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healing and tier 3 Gremlin adds +2HP healing).&amp;lt;br&amp;gt;Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
|Free and Infinite&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield&lt;br /&gt;
|Protects against all types of negative mental effects, like panic or mind control..&lt;br /&gt;
|???&lt;br /&gt;
|Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|Skulljack&lt;br /&gt;
|Hacks an enemy&#039;s brain implant at melee range, also dealing 20 damage. Initial Skulljack required for storyline progression. Afterwards, Skullmining gives bonuses. After Skullmining research, Skulljacks give +25 Hacking.&lt;br /&gt;
|???&lt;br /&gt;
|Skulljack (PG)&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon&lt;br /&gt;
|Conjures a holographic decoy soldier for the enemy to shoot at.&lt;br /&gt;
|???&lt;br /&gt;
|Faceless Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum&lt;br /&gt;
|Grants bonus mobility and damage reduction for 2 turns. Can be taken as a free action.&lt;br /&gt;
|???&lt;br /&gt;
|Berserker Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:UtilityItems_(LW2)&amp;diff=82150</id>
		<title>Template:UtilityItems (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:UtilityItems_(LW2)&amp;diff=82150"/>
		<updated>2017-02-09T06:08:52Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; ! Item !! Effect !!Cost!! Requirements  |- |Battle Scanners |Scan an area for signatures. Any enemies in an area w...&amp;quot;&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;
! Item !! Effect !!Cost!! Requirements &lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanners&lt;br /&gt;
|Scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s.&lt;br /&gt;
|&lt;br /&gt;
|[[ADVENT Trooper (XCOM2)|ADVENT Trooper]] Autopsy.&lt;br /&gt;
|-&lt;br /&gt;
|Medikits&lt;br /&gt;
|Heal 4HP. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healing and tier 3 Gremlin adds +2HP healing).&amp;lt;br&amp;gt;Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
|Free and Infinite&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield&lt;br /&gt;
|Protects against all types of negative mental effects, like panic or mind control..&lt;br /&gt;
|&lt;br /&gt;
|Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|Skulljack&lt;br /&gt;
|Hacks an enemy&#039;s brain implant at melee range, also dealing 20 damage. Initial Skulljack required for storyline progression. Afterwards, Skullmining gives bonuses. After Skullmining research, Skulljacks give +25 Hacking.&lt;br /&gt;
|&lt;br /&gt;
|Skulljack (PG)&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon&lt;br /&gt;
|Conjures a holographic decoy soldier for the enemy to shoot at.&lt;br /&gt;
|&lt;br /&gt;
|Faceless Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum&lt;br /&gt;
|Grants bonus mobility and damage reduction for 2 turns. Can be taken as a free action.&lt;br /&gt;
|&lt;br /&gt;
|Berserker Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Equipment_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=82149</id>
		<title>Armor (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=82149"/>
		<updated>2017-02-09T06:00:21Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Armor ===&lt;br /&gt;
{{Armor_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Vests===&lt;br /&gt;
Vests are a utility item that usually grant HP, along with some other effects. Soldiers can only wear one vest.&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Plating===&lt;br /&gt;
Plating is equipped in utility slots and gives ablative HP, which can&#039;t be healed, but which doesn&#039;t cause wound recovery time if lost. A soldier can only wear one set of plating.&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Armor_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Plating_(LW2)&amp;diff=82148</id>
		<title>Template:Plating (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Plating_(LW2)&amp;diff=82148"/>
		<updated>2017-02-09T05:59:51Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;ADVENT Trooper Autopsy&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Chryssalid Autopsy&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Carapace Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Muton Elite Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|5 Ablative HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Armor_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Vests_(LW2)&amp;diff=82147</id>
		<title>Template:Vests (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Vests_(LW2)&amp;diff=82147"/>
		<updated>2017-02-09T05:59:27Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!HP&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Other Effects&lt;br /&gt;
|-&lt;br /&gt;
|Nanoscale Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
| -25 chance to be critically hit&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|Immune to fire, acid and poison&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Vest&lt;br /&gt;
|4&lt;br /&gt;
|Muton Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Stasis Vest&lt;br /&gt;
|4&lt;br /&gt;
|Shieldbearer Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Restores lost HP (+2HP/turn, max 8)&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave&lt;br /&gt;
|5&lt;br /&gt;
|Berserker Autopsy&lt;br /&gt;
|30&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Ignites melee attackers, reduces melee damage taken?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Armor_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Armor_LW2&amp;diff=82146</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=82146"/>
		<updated>2017-02-09T05:58:35Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Armor_(LW2)&amp;diff=82145</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=82145"/>
		<updated>2017-02-09T05:58:20Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: 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>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Armor_(LW2)&amp;diff=82144</id>
		<title>Template:Armor (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Armor_(LW2)&amp;diff=82144"/>
		<updated>2017-02-09T05:58:02Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name               &lt;br /&gt;
! HP    &lt;br /&gt;
! Armor &lt;br /&gt;
! Prerequisites    &lt;br /&gt;
! Supplies  &lt;br /&gt;
! Alloys  &lt;br /&gt;
! Elerium  &lt;br /&gt;
! Core  &lt;br /&gt;
! Other Effects&lt;br /&gt;
|- &lt;br /&gt;
| Kevlar Armor      &lt;br /&gt;
| 0     &lt;br /&gt;
| 0      &lt;br /&gt;
| None             &lt;br /&gt;
| 0         &lt;br /&gt;
| 0       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-  &lt;br /&gt;
| Predator Armor    &lt;br /&gt;
| +3    &lt;br /&gt;
| 1      &lt;br /&gt;
| Combat Armor    &lt;br /&gt;
| 30        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-  &lt;br /&gt;
| Spider Suit        &lt;br /&gt;
| +1    &lt;br /&gt;
| 0      &lt;br /&gt;
| Mobile Armor    &lt;br /&gt;
| 70        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| +1 Mobility, +10 Dodge, Grappling Hook&lt;br /&gt;
|-  &lt;br /&gt;
| EXO Suit           &lt;br /&gt;
| +2    &lt;br /&gt;
| 0      &lt;br /&gt;
| Battle Armor    &lt;br /&gt;
| 35        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| Heavy Weapon Slot&lt;br /&gt;
|-  &lt;br /&gt;
| Warden Armor      &lt;br /&gt;
| +8    &lt;br /&gt;
| 2      &lt;br /&gt;
| Powered Armor   &lt;br /&gt;
| 60        &lt;br /&gt;
| 10      &lt;br /&gt;
| 10       &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Wraith Suit&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| Shadow Armor&lt;br /&gt;
| 120&lt;br /&gt;
| 9&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
| +2 Mobility, +20 Dodge, Phase, Grappling Hook&lt;br /&gt;
|-  &lt;br /&gt;
| WAR Suit&lt;br /&gt;
| +5&lt;br /&gt;
| 1&lt;br /&gt;
| Battlesuits&lt;br /&gt;
| 70&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| Shieldwall, Heavy Weapon Slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Armor_(LW2)]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:Armor_LW2&amp;diff=82143</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=82143"/>
		<updated>2017-02-09T05:55:54Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: 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>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Plating_(LW2)&amp;diff=82142</id>
		<title>Template:Plating (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Plating_(LW2)&amp;diff=82142"/>
		<updated>2017-02-09T05:55:30Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;ADVENT Trooper Autopsy&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Chryssalid Autopsy&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Carapace Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Muton Elite Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|5 Ablative HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Armor_LW2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=82141</id>
		<title>Armor (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=82141"/>
		<updated>2017-02-09T05:55:19Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Armor ===&lt;br /&gt;
{{Armor_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Vests===&lt;br /&gt;
Vests are a utility item that usually grant HP, along with some other effects. Soldiers can only wear one vest.&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Plating===&lt;br /&gt;
Plating is equipped in utility slots and gives ablative HP, which can&#039;t be healed, but which doesn&#039;t cause wound recovery time if lost. A soldier can only wear one set of plating.&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Armor_LW2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=82140</id>
		<title>Armor (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LW2)&amp;diff=82140"/>
		<updated>2017-02-09T05:54:21Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Armor ===&lt;br /&gt;
{{Armor_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Vests===&lt;br /&gt;
Vests are a utility item that usually grant HP, along with some other effects. Soldiers can only wear one vest.&lt;br /&gt;
&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Plating===&lt;br /&gt;
Plating is equipped in utility slots and gives ablative HP, which can&#039;t be healed, but which doesn&#039;t cause wound recovery time if lost. A soldier can only wear one set of plating.&lt;br /&gt;
&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Plating_(LW2)&amp;diff=82139</id>
		<title>Template:Plating (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Plating_(LW2)&amp;diff=82139"/>
		<updated>2017-02-09T05:53:51Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; !Name !Prerequisites !Supplies !Alloys !Elerium !Effect |- |Ceramic Plating |None |0 |0 |0 |2 Ablative HP |- |Alloy Plating |Hybrid Materials&amp;lt;br&amp;gt;ADVENT Tr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;ADVENT Trooper Autopsy&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Chryssalid Autopsy&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4 Ablative HP&lt;br /&gt;
|-&lt;br /&gt;
|Carapace Plating&lt;br /&gt;
|Hybrid Materials&amp;lt;br&amp;gt;Muton Elite Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|5 Ablative HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Vests_(LW2)&amp;diff=82138</id>
		<title>Template:Vests (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Vests_(LW2)&amp;diff=82138"/>
		<updated>2017-02-09T05:52:52Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; !Name !HP !Prerequisites !Supplies !Alloys !Elerium !Other Effects |- |Nanoscale Vest |3 |Hybrid Materials |10 |1 |0 | -25 chance to be critically hit |- ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!HP&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Supplies&lt;br /&gt;
!Alloys&lt;br /&gt;
!Elerium&lt;br /&gt;
!Other Effects&lt;br /&gt;
|-&lt;br /&gt;
|Nanoscale Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
| -25 chance to be critically hit&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Vest&lt;br /&gt;
|3&lt;br /&gt;
|Hybrid Materials&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|Immune to fire, acid and poison&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Vest&lt;br /&gt;
|4&lt;br /&gt;
|Muton Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
| +1 Armor&lt;br /&gt;
|-&lt;br /&gt;
|Stasis Vest&lt;br /&gt;
|4&lt;br /&gt;
|Shieldbearer Autopsy&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|Restores lost HP (+2HP/turn, max 8)&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave&lt;br /&gt;
|5&lt;br /&gt;
|Berserker Autopsy&lt;br /&gt;
|30&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|Ignites melee attackers, reduces melee damage taken?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Armor_(LW2)&amp;diff=82137</id>
		<title>Template:Armor (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Armor_(LW2)&amp;diff=82137"/>
		<updated>2017-02-09T05:47:40Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot; {| class=&amp;quot;wikitable&amp;quot; ! Name                ! HP     ! Armor  ! Prerequisites     ! Supplies   ! Alloys   ! Elerium   ! Core   ! Other Effects |-  | Kevlar Armor       | 0    ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name               &lt;br /&gt;
! HP    &lt;br /&gt;
! Armor &lt;br /&gt;
! Prerequisites    &lt;br /&gt;
! Supplies  &lt;br /&gt;
! Alloys  &lt;br /&gt;
! Elerium  &lt;br /&gt;
! Core  &lt;br /&gt;
! Other Effects&lt;br /&gt;
|- &lt;br /&gt;
| Kevlar Armor      &lt;br /&gt;
| 0     &lt;br /&gt;
| 0      &lt;br /&gt;
| None             &lt;br /&gt;
| 0         &lt;br /&gt;
| 0       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-  &lt;br /&gt;
| Predator Armor    &lt;br /&gt;
| +3    &lt;br /&gt;
| 1      &lt;br /&gt;
| Combat Armor    &lt;br /&gt;
| 30        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-  &lt;br /&gt;
| Spider Suit        &lt;br /&gt;
| +1    &lt;br /&gt;
| 0      &lt;br /&gt;
| Mobile Armor    &lt;br /&gt;
| 70        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| +1 Mobility, +10 Dodge, Grappling Hook&lt;br /&gt;
|-  &lt;br /&gt;
| EXO Suit           &lt;br /&gt;
| +2    &lt;br /&gt;
| 0      &lt;br /&gt;
| Battle Armor    &lt;br /&gt;
| 35        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| Heavy Weapon Slot&lt;br /&gt;
|-  &lt;br /&gt;
| Warden Armor      &lt;br /&gt;
| +8    &lt;br /&gt;
| 2      &lt;br /&gt;
| Powered Armor   &lt;br /&gt;
| 60        &lt;br /&gt;
| 10      &lt;br /&gt;
| 10       &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Wraith Suit&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| Shadow Armor&lt;br /&gt;
| 120&lt;br /&gt;
| 9&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
| +2 Mobility, +20 Dodge, Phase, Grappling Hook&lt;br /&gt;
|-  &lt;br /&gt;
| WAR Suit&lt;br /&gt;
| +5&lt;br /&gt;
| 1&lt;br /&gt;
| Battlesuits&lt;br /&gt;
| 70&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| Shieldwall, Heavy Weapon Slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82136</id>
		<title>Template:Grenades (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82136"/>
		<updated>2017-02-09T05:46:37Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82135</id>
		<title>Template:Grenades (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LW2)&amp;diff=82135"/>
		<updated>2017-02-09T05:45:46Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; ! Name                ! HP     ! Armor  ! Prerequisites     ! Supplies   ! Alloys   ! Elerium   ! Core   ! Other Effects |-  | Kevlar Armor       | 0     ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name               &lt;br /&gt;
! HP    &lt;br /&gt;
! Armor &lt;br /&gt;
! Prerequisites    &lt;br /&gt;
! Supplies  &lt;br /&gt;
! Alloys  &lt;br /&gt;
! Elerium  &lt;br /&gt;
! Core  &lt;br /&gt;
! Other Effects&lt;br /&gt;
|- &lt;br /&gt;
| Kevlar Armor      &lt;br /&gt;
| 0     &lt;br /&gt;
| 0      &lt;br /&gt;
| None             &lt;br /&gt;
| 0         &lt;br /&gt;
| 0       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-  &lt;br /&gt;
| Predator Armor    &lt;br /&gt;
| +3    &lt;br /&gt;
| 1      &lt;br /&gt;
| Combat Armor    &lt;br /&gt;
| 30        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-  &lt;br /&gt;
| Spider Suit        &lt;br /&gt;
| +1    &lt;br /&gt;
| 0      &lt;br /&gt;
| Mobile Armor    &lt;br /&gt;
| 70        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| +1 Mobility, +10 Dodge, Grappling Hook&lt;br /&gt;
|-  &lt;br /&gt;
| EXO Suit           &lt;br /&gt;
| +2    &lt;br /&gt;
| 0      &lt;br /&gt;
| Battle Armor    &lt;br /&gt;
| 35        &lt;br /&gt;
| 5       &lt;br /&gt;
| 0        &lt;br /&gt;
| 0     &lt;br /&gt;
| Heavy Weapon Slot&lt;br /&gt;
|-  &lt;br /&gt;
| Warden Armor      &lt;br /&gt;
| +8    &lt;br /&gt;
| 2      &lt;br /&gt;
| Powered Armor   &lt;br /&gt;
| 60        &lt;br /&gt;
| 10      &lt;br /&gt;
| 10       &lt;br /&gt;
| 0     &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Wraith Suit&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| Shadow Armor&lt;br /&gt;
| 120&lt;br /&gt;
| 9&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
| +2 Mobility, +20 Dodge, Phase, Grappling Hook&lt;br /&gt;
|-  &lt;br /&gt;
| WAR Suit&lt;br /&gt;
| +5&lt;br /&gt;
| 1&lt;br /&gt;
| Battlesuits&lt;br /&gt;
| 70&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| Shieldwall, Heavy Weapon Slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(XCOM2)&amp;diff=82134</id>
		<title>Template:Grenades (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(XCOM2)&amp;diff=82134"/>
		<updated>2017-02-09T05:43:25Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Sets terrain &amp;amp; Organic enemies on fire (damage over time, disables some abilities) || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no || Creates acid pools, damaging enemies, destroying terrain, and doing damage over time || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no || Only damages mechanical enemies and shields, disorients or incapacitates mechanical enemies || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense to units in cloud || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no || Grants Defense to units in cloud || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes || Explodes when an enemy is within the blast radius || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82133</id>
		<title>Equipment (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82133"/>
		<updated>2017-02-09T05:30:26Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am working on this page slowly on my user page.  If you want to help, please check it out.  [[User:Ff03k64|ff03k64]] ([[User talk:Ff03k64|talk]]) 05:30, 9 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ff03k64</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82132</id>
		<title>Equipment (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LW2)&amp;diff=82132"/>
		<updated>2017-02-09T05:21:14Z</updated>

		<summary type="html">&lt;p&gt;Ff03k64: 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>Ff03k64</name></author>
	</entry>
</feed>