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		<id>https://temp.ufopaedia.org/index.php?title=Council_Missions_(Long_War)&amp;diff=121923</id>
		<title>Council Missions (Long War)</title>
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		<updated>2025-05-06T16:05:20Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Furies */ Detailed info on timer trigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|40}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Scheduling and Selection===&lt;br /&gt;
&lt;br /&gt;
Council missions are scheduled to spawn randomly at some point between Day 14 and Day 28 of the month, with each day equally likely and at a random hour. However, the Slingshot DLC missions (if enabled) spawn on a very specific date that does not follow this pattern.&lt;br /&gt;
&lt;br /&gt;
When spawning a generic council mission, the mission type is determined first. The four generic types (Asset Recovery, Bomb Disposal, Target Escort, and Target Extraction) are added to a list. Then, an additional copy of all of the least-played mission types is added; in case of a tie between one or more types, an additional copy of all of them is added. Then, the game removes any types that can&#039;t be played due to all their individual maps having been played already. Finally, one instance of the Asset Recovery mission type is removed unless it&#039;s the only type left, meaning it can only be played if every other type has been played just as much as or more often than it, and it is generally less likely to be played than other types. From this modified list, the game picks a random type (with each outcome equally likely), and finally, a random map of that type that hasn&#039;t been played yet. However, if all council missions have been played, the game simply picks a random Asset Recovery, Bomb Disposal, or Target Extraction mission.&lt;br /&gt;
&lt;br /&gt;
Special missions, including DLC campaigns and Site Recon, have specific triggers that are unique to each mission. If a special mission triggers, it automatically overrides a generic council mission.&lt;br /&gt;
&lt;br /&gt;
===Enemy Forces===&lt;br /&gt;
&lt;br /&gt;
====Quantity====&lt;br /&gt;
&lt;br /&gt;
Generic council missions have a number of aliens and pods that depends on the number of months that have elapsed. Special council missions usually modify the scale with additional units rather than change it entirely. The drop-ins are usually set to appear based on some kind of trigger, such as moving close enough to the objective (the exact trigger depends on the mission and remains the same as its vanilla counterpart). If the mission is of a type that cannot have drop-ins (i.e. Asset Recovery or Site Recon), it uses a slightly different scale.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;35%&amp;quot;&lt;br /&gt;
! colspan=6 | Council Mission Forces&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Month&lt;br /&gt;
! colspan=3 | With Drop-ins&lt;br /&gt;
! colspan=2 | No Drop-ins&lt;br /&gt;
|-&lt;br /&gt;
! Aliens&lt;br /&gt;
! Pods&lt;br /&gt;
! Drops&lt;br /&gt;
! Aliens&lt;br /&gt;
! Pods&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | March&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | April&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | May&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | June&lt;br /&gt;
| 10-12&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 15-16&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | July or later&lt;br /&gt;
| 12-15&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 16&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, once 1 in-game year has passed (March of the second year), all council missions add a random level 9 [[Alien Life Forms (Long War)#Bosses|boss]] pod with 4 supporting aliens, with [[Alien Life Forms (Long War)#Random Pool|the pool of leaders]] based on the number of alien base assaults completed.&lt;br /&gt;
&lt;br /&gt;
====Enemy Forces====&lt;br /&gt;
&lt;br /&gt;
Council missions generally limit the kinds of drop-ins that can spawn based on the months elapsed:&lt;br /&gt;
* 1st council mission: Force all pods to be led by [[Alien Life Forms (Long War)#Sectoid|Sectoids]] and all drop-ins to be [[Alien Life Forms (Long War)#Thin Man|Thin Men]].&lt;br /&gt;
* 2nd through 6th council mission: Enemy pods roll [[Alien Deployment (Long War)#Soldier and Terror Pods|normally]]. Force all drop-ins to be [[Alien Life Forms (Long War)#Thin Man|Thin Men]].&lt;br /&gt;
* 7th through 9th council mission: Enemy pods roll [[Alien Deployment (Long War)#Soldier and Terror Pods|normally]]. Force all drop-ins to be [[Alien Life Forms (Long War)#Muton|Mutons]]. &lt;br /&gt;
* 10th through 12th council mission: Enemy pods roll [[Alien Deployment (Long War)#Soldier and Terror Pods|normally]]. Force all drop-ins to be [[Alien Life Forms (Long War)#Heavy Floater|Heavy Floaters]].&lt;br /&gt;
* 13th+ council mission: Enemy pods roll [[Alien Deployment (Long War)#Soldier and Terror Pods|normally]]. Drop-ins can be anything that can [[Alien Deployment (Long War)#Soldier and Terror Pods|be randomly rolled as a pod leader]].&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
Each mission has its own unique reward structure that depends precisely on the mission and map. Credit rewards are randomized in §5 increments with each increment equally likely.&lt;br /&gt;
&lt;br /&gt;
Note that Cash, scientist, and engineer rewards are scaled down to 50% if it&#039;s been less than 21 days since the campaign started, or 75% if it&#039;s only been 42 days or less since the campaign started. Similarly, randomized reward soldier levels are LCpl at &amp;lt; 21 days, Cpl at &amp;lt; 42 days, and Sgt otherwise.&lt;br /&gt;
&lt;br /&gt;
==Generic Missions==&lt;br /&gt;
&lt;br /&gt;
===Asset Recovery===&lt;br /&gt;
: &#039;&#039;See also: [[Asset Recovery (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Enemy Forces: Generic&#039;&#039;&lt;br /&gt;
: &#039;&#039;Drop-ins: No&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Asset Recovery is a category for a set of Abduction missions with a little more lore and flavor to them. They count as &amp;quot;generic&amp;quot; council missions and follow the aforementioned alien force scaling path listed above. While each map has a different &amp;quot;objective&amp;quot; you&#039;re meant to secure or recover for the council, this is little more than flavor text and you will ultimately just be tasked with simply killing all aliens on the map, so treat it as you would an Abduction mission.&lt;br /&gt;
	&lt;br /&gt;
====Street Overpass Assault====&lt;br /&gt;
: &#039;&#039;Rewards: §100-225, -30 Panic&#039;&#039;&lt;br /&gt;
: &#039;&#039;Failure: Panic +20&#039;&#039;&lt;br /&gt;
: &#039;&#039;Map: [[StreetOverpass (EU2012)|Street Overpass]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing  }} &lt;br /&gt;
[[File:StreetOverpass1 (EU2012).png|200px|right|]]&lt;br /&gt;
A reconnaissance helicopter monitoring for alien activity in &#039;&#039;country&#039;&#039; was apparently taken down by hostile fire. We&#039;ve pinpointed the location of the wreckage, but there&#039;s been no word from the crew. They&#039;re presumed KIA. Secure the crash site and eliminate any hostiles in the area.&lt;br /&gt;
&lt;br /&gt;
Alien forces have infiltrated the site and will actively oppose our efforts.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
Note: all pods are forced to be led by Mutons. Cannot spawn until Act 2 (XCOM has interrogated its first Alien).&lt;br /&gt;
	&lt;br /&gt;
====Pier Assault====&lt;br /&gt;
: &#039;&#039;Rewards: §100-225, 30 Elerium&#039;&#039;&lt;br /&gt;
: &#039;&#039;Failure: Panic +20&#039;&#039;&lt;br /&gt;
: &#039;&#039;Map: [[PierA (EU2012)|Pier A]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing  }} &lt;br /&gt;
[[File:PierA 1 (EU2012).png|200px|right|]]&lt;br /&gt;
We have to move fast on this one. The Council has offered to transfer some newly recovered equipment to HQ, but they&#039;re concerned about securing the cargo. We can&#039;t afford to lose this material. You are cleared to eliminate any threat in the area. We&#039;ll have more details once you hit the ground.&lt;br /&gt;
&lt;br /&gt;
Alien forces have infiltrated the site and will actively oppose our efforts.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
====Truck Stop Assault====&lt;br /&gt;
: &#039;&#039;Rewards: §100-225, 30 Elerium&#039;&#039;&lt;br /&gt;
: &#039;&#039;Failure: Panic +20&#039;&#039;&lt;br /&gt;
: &#039;&#039;Map: [[Truckstop (EU2012)|Truck Stop]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing}} &lt;br /&gt;
[[File:TRUCKSTOP1 (EU2012).png|200px|right|]]&lt;br /&gt;
We&#039;ve received word that the aliens are attempting to intercept a cargo shipment being transported by trucks in &#039;&#039;country&#039;&#039;. It is imperative that you prevent this material from falling into alien hands. Central will provide you with further information once your troops are on the ground.&lt;br /&gt;
&lt;br /&gt;
Alien forces have infiltrated the site and will actively oppose our efforts.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
Note: all pods are forced to be led by Sectoids.&lt;br /&gt;
	&lt;br /&gt;
====Industrial Office Assault====&lt;br /&gt;
:&#039;&#039;Rewards: §200-450 Cash, -30 Panic, Random Reward Soldier&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +20&#039;&#039;&lt;br /&gt;
: &#039;&#039;Map: [[Industrial Office (EU2012)|Industrial Office]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing  }} &lt;br /&gt;
[[File:Industrial Office 1 (EU2012).png|200px|right|]]&lt;br /&gt;
The aliens are attempting to infiltrate one of our remote data storage facilities in &#039;&#039;country&#039;&#039;. We cannot allow them to gain access to the information stored in those servers. We will transmit a complete briefing to Central for him to disseminate to your troops.&lt;br /&gt;
&lt;br /&gt;
Alien forces have infiltrated the site and will actively oppose our efforts.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
====Cemetary Assault====&lt;br /&gt;
:&#039;&#039;Rewards:	§100-225 Cash, -60 Panic&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +20&#039;&#039;&lt;br /&gt;
: &#039;&#039;Map: [[CemeteryGrand (EU2012)|Grand Cemetery]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing  }} &lt;br /&gt;
[[File:CemeteryGrand1 (EU2012).png|200px|right]]&lt;br /&gt;
News reports of mass excavations from local &#039;&#039;country&#039;&#039; cemeteries have been cropping up all over the media. This is only going to create more panic among the general populace, so we need to get down there and find out what&#039;s going on.&lt;br /&gt;
&lt;br /&gt;
Alien forces have infiltrated the site and will actively oppose our efforts.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
	&lt;br /&gt;
====Research Outpost Assault====&lt;br /&gt;
:&#039;&#039;Rewards: §100-225 Cash, +8 Scientists&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +20&#039;&#039;&lt;br /&gt;
: &#039;&#039;Map: [[ResearchOutpost (EU2012)|Research Outpost]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing  }} &lt;br /&gt;
[[File:ResearchOutpost1 (EU2012).png|200px|right|]]&lt;br /&gt;
A surveillance outpost in &#039;&#039;country&#039;&#039; has been infiltrated by the aliens. Details are sketchy, but that station is critical to our monitoring efforts and we can&#039;t allow hostile forces to occupy it. We have to get in there and secure the facility.&lt;br /&gt;
&lt;br /&gt;
Alien forces have infiltrated the site and will actively oppose our efforts.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
	&lt;br /&gt;
===Bomb Disposal===&lt;br /&gt;
: &#039;&#039;See also: [[Bomb Disposal (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Enemy Forces: Generic&#039;&#039;&lt;br /&gt;
: &#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As with vanilla, you&#039;ll need to find a Bomb and deactivate it before time runs out. There will also be about a dozen Power Nodes strewn about the map, and for each one you disable you will add 1 additional turn to the Bomb timer. You can disable both by moving adjacent to it and left clicking on it as you would open a door. Bring a mobile, experienced squad that can fight its way through contact quickly, as you won&#039;t have the luxury of casually preparing the perfect Overwatch ambush against every pod. If you can, clear out the entire map before disabling the bomb, as aliens will drop into cover and on Overwatch once it&#039;s turned off; use the last remaining power nodes to buy you some extra turns to finish clearing the map and then set up in good cover on Overwatch.&lt;br /&gt;
	&lt;br /&gt;
====Train Station Bomb Disposal====&lt;br /&gt;
:&#039;&#039;Rewards: §225-505 Cash, -40 Panic&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +40&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[TrainStation (EU2012)|Train Station]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[File:Train Station1 (EU2012).png|200px|right|]]&lt;br /&gt;
The aliens are moving to sabotage a major transportation network near a &#039;&#039;country&#039;&#039; railway station using a device of unknown destructive capabilities. If they succeed, it&#039;s only going to spread panic among the nearby civilian population, and we can&#039;t let that happen.&lt;br /&gt;
&lt;br /&gt;
The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
	&lt;br /&gt;
====Slaughterhouse Bomb Disposal====&lt;br /&gt;
:&#039;&#039;Rewards:	§225-505 Cash, -40 Panic&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +40&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[SlaughterhouseA (EU2012)|Slaughterhouse A]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[File:SlaughterhouseA 1 (EU2012).png|200px|right|]]&lt;br /&gt;
We&#039;ve received a number of eyewitness reports claiming aliens are moving through a neighborhood in a major &#039;&#039;country&#039;&#039; city. Although we&#039;ve yet to establish a motive behind this activity, we must treat all reported incursions as a serious threat. Central will provide further details once your troops reach the affected area.&lt;br /&gt;
&lt;br /&gt;
The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
	&lt;br /&gt;
====Trainyard Bomb Disposal====&lt;br /&gt;
:&#039;&#039;Rewards: §225-505, -30 Panic&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +40&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[Trainyard (EU2012)|Trainyard]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[File:Trainyard1 (EU2012).png|200px|right|]]&lt;br /&gt;
We&#039;ve uncovered an alien plot to disrupt the transportation networks within a major &#039;&#039;country&#039;&#039; municipality. If successful, this would lead to major interruptions in the distribution of goods and services to the general public. Intel is still coming in; expect further details once our squad reaches the site.&lt;br /&gt;
&lt;br /&gt;
The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
	&lt;br /&gt;
====Highway Bridge Bomb Disposal====&lt;br /&gt;
:&#039;&#039;Rewards: §225-505 Cash, -40 Panic&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +40&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[HighwayBridge (EU2012)|Highway Bridge]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[File:HighwayBridge 1 (EU2012).png|200px|right|]]&lt;br /&gt;
We&#039;ve  had a report of suspicious activity taking place near a major bridge connecting some of &#039;&#039;country&#039;&#039; largest interchanges. Needless to say, any alien activity in this area is going to draw civilian attention immediately. We need to deploy a squad to investigate; I&#039;ll transmit any additional intel once they hit the ground.&lt;br /&gt;
&lt;br /&gt;
The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
	&lt;br /&gt;
====Cemetary Bomb Disposal====&lt;br /&gt;
:&#039;&#039;Rewards: §225-505, +6 Engineers, -40 Panic&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +40&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[CemeteryGrand (EU2012)|Grand Cemetery]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[File:CemeteryGrand1 (EU2012).png|200px|right|]]&lt;br /&gt;
Reports indicate sightings of alien activity within a large cemetery located near a major &#039;&#039;country&#039;&#039; city. Details are still coming in, but if the aliens are using this area as a staging point, we need to stop them in their tracks.&lt;br /&gt;
&lt;br /&gt;
The invaders have placed a bomb in the area of operations to inflict maximum destruction and panic.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
===Target Escort===&lt;br /&gt;
: &#039;&#039;See also: [[Escort (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Enemy Forces: Generic&#039;&#039;&lt;br /&gt;
: &#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
Your squad spawns alongside a VIP and must escort them to the target location. Drop-ins will trigger as the NPC approaches the Extraction point. You will ultimately be tasked with wiping out all enemy contact, so systematically clear the map.	&lt;br /&gt;
	&lt;br /&gt;
====Commercial Alley Extraction====&lt;br /&gt;
:&#039;&#039;Target: William Thorne&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: -20 Panic, Random Reward Soldier&lt;br /&gt;
:&#039;&#039;Map: [[Commercial Alley (EU2012)|Commercial Alley]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing}} &lt;br /&gt;
[[File:COMMERCIALALLEY2 (EU2012).png|200px|right|]]&lt;br /&gt;
We&#039;ve received an interesting report that a politician from &#039;&#039;country&#039;&#039; who once advocated cooperation with the aliens has now come under attack. We&#039;d like you to retrieve this man alive, so that we may... speak... with him. We will transmit the specific details of his position to Central.&lt;br /&gt;
&lt;br /&gt;
A high value target is in position for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
====Pier Extraction====&lt;br /&gt;
:&#039;&#039;Target: Sgt. Carlock&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards:	§225-505 Cash, +8 Engineers&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[PierA (EU2012)|Pier A]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing}} &lt;br /&gt;
[[File:PierA 2 (EU2012).png|200px|right|]]&lt;br /&gt;
We&#039;ve gotten a report that a combat engineer unaffiliated with the XCOM has come under attack while investigating possible alien contamination of a local water supply. We&#039;d like you to retrieve this gentleman in order to find out what he&#039;s learned. Central should have our complete briefing by the time our troops reach the site.&lt;br /&gt;
&lt;br /&gt;
A high value target is in position for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
	&lt;br /&gt;
====Research Outpost Rescue====&lt;br /&gt;
:&#039;&#039;Target: Dr. Marazuki&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §225-505, -30 Panic, +8 Scientists&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +20&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[ResearchOutpost (EU2012)|Research Outpost]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing}} &lt;br /&gt;
[[File:ResearchOutpost2 (EU2012).png|200px|right|]]&lt;br /&gt;
One of the scientists serving in a remote observatory used for tracking and monitoring UFO activity in &#039;&#039;country&#039;&#039; has come under attack. We cannot allow the aliens to threaten any personnel contributing information to the XCOM project. We&#039;ll need you to deploy a squad and ensure his safe return.&lt;br /&gt;
&lt;br /&gt;
A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
Note: for the purposes of mission spawning logic, this has been improperly classified under Target Extraction, not Escort.&lt;br /&gt;
&lt;br /&gt;
===Target Extraction===&lt;br /&gt;
: &#039;&#039;See also: [[Extraction (EU2012)]]&#039;&#039;&lt;br /&gt;
: &#039;&#039;Enemy Forces: Generic&#039;&#039;&lt;br /&gt;
: &#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will have to locate and rescue a civilian target and bring them to the extraction point. Drop-ins will trigger as you escort the NPC to the Extraction zone. You will ultimately be tasked with wiping out all enemy contact, so systematically clear the map.&lt;br /&gt;
	&lt;br /&gt;
====Street Hurricane Rescue====&lt;br /&gt;
:&#039;&#039;Target: Thomas Hutch&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §225-505, -30 Panic, +8 Engineers&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[StreetHurricane (EU2012)|Street Hurricane]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing}} &lt;br /&gt;
[[File:MUSEUM1 (EU2012).png|200px|right|]]&lt;br /&gt;
A friend of this Council has come under attack by aliens in &#039;&#039;country&#039;&#039;. It would reflect poorly on our efforts if we were to allow our ally to be captured by hostile forces. We&#039;ll need you to ensure his safe return to XCOM HQ; we should have further details by the time your troops reach the extraction site.&lt;br /&gt;
&lt;br /&gt;
A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
====Highway Rescue====&lt;br /&gt;
:&#039;&#039;Target: Peter Van Doorn&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §225-505, -10 Panic, +4 Engineers, Peter Van Doorn (LCpl - GSgt), Glenn Friendly (SPC)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[HighwayFallen (EU2012)|Highway Fallen]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing}} &lt;br /&gt;
[[File:HighwayFallen1 (EU2012).png|200px|right|]]&lt;br /&gt;
Reports indicate a UN official and his associates were caught in the middle of an alien attack in &#039;&#039;country&#039;&#039;. If this official is killed or abducted by the aliens, it would undoubtedly spread panic and reduce the effectiveness of XCOM. We need a squad of your soldiers to escort the target safely to the extraction point.&lt;br /&gt;
&lt;br /&gt;
Intel indicates a high value civilian asset somewhere at site; exact location unknown. The enemy is present in unknown numbers.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
		&lt;br /&gt;
The classic council mission in which you must rescue a UN official named Peter Van Doorn returns. Long War has it add two soldiers to your roster if the mission is successfully completed: Private &amp;quot;Friendly&amp;quot;, a Specialist &#039;Tactical&#039; (Assault/Infantry); and General Peter Van Doorn, a &#039;Weapons&#039; (Gunner/Rocketeer) whose rank is equal to the number of months elapsed in the campaign, Minimum 2 (Lance Corporal) and Maximum 6 (Gunnery Sergeant). Make your way slowly but steadily to Doorn&#039;s location, clearing out the map before you approach and speak with him at close range. Once you&#039;ve spoken with him, bring him back to the extraction point, but be careful as aliens will start dropping into the map on Overwatch and &#039;&#039;in cover&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Van Doorn comes with the Steadfast perk as a free bonus perk, though keep in mind that as with all such bonus perks, if it appears anywhere in his perk tree (i.e. you reroll him or use [[Second Wave (Long War)|Commander&#039;s Choice]] to make him an Assault, Infantry, or Medic) it will be automatically selected and lock you out of the other choices at that rank. Friendly, on the other hand, is a perfectly average soldier (i.e. 4 HP, 65 Aim, 0 Defense, 13 Mobility, 30 Will) with no special features.&lt;br /&gt;
&lt;br /&gt;
====Boulevard Rescue====&lt;br /&gt;
:&#039;&#039;Target: Anna Sing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §225-505, -40 Panic, +8 Scientists&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[Boulevard (EU2012)|Boulevard]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[File:BOULEVARD1 (EU2012).png|200px|right|]]&lt;br /&gt;
We&#039;ve intercepted a signal indicating that an abductee was able to escape alien captivity, and there is a limited window of opportunity to attempt an extraction. By the time your troops are on the ground, Central should have our complete intelligence report available.&lt;br /&gt;
&lt;br /&gt;
A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
==Special Missions==&lt;br /&gt;
&lt;br /&gt;
Special council missions have specific triggers that override a generic council mission spawn. Slingshot takes priority if its conditions are met, followed by Progeny, followed by Site Recon.&lt;br /&gt;
&lt;br /&gt;
====Site Recon====&lt;br /&gt;
:&#039;&#039;See also: [[Site Recon (EU2012)]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;Trigger: [[Alien Research (Long War)|Alien Research]] &amp;gt; 35, XCOM has acquired at least one [[Alien Life Forms (Long War)#Chryssalid|Chryssalid]] corpse (e.g. from terror mission)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Enemy Force: Modified&#039;&#039;&lt;br /&gt;
:&#039;&#039;Drop-ins: No&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §450, -20 Panic to Canada (or USA/Mexico, whichever has more panic, if Canada has left the project)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Failure: Panic +40&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[Chryssalid_Hive_(EU2012)|Chryssalid Hive]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }}&lt;br /&gt;
[[File:Site Recon (EU2012).png|200px|right|]]&lt;br /&gt;
Our sources report a developing incident in Newfoundland, up the coast from St. John&#039;s. A fishing village has gone dark; reports from intel sources suggest alien involvement. We should send in a team to investigate the site and figure out what happened.&lt;br /&gt;
&lt;br /&gt;
The fishing village still shows no signs of life. The nature of the aliens&#039; involvement is unknown, as is the type and level of resistance. Extreme caution is warranted.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
Note: No corpses are awarded upon completion of this mission.&lt;br /&gt;
&lt;br /&gt;
The map will be swarming with [[Alien Life Forms (Long War)#Chryssalid|Chryssalids]] and [[Alien Life Forms (Long War)#Zombie|Zombies]] as usual, but one non-Chryssalid pod has been added. Clear out the map carefully and bring shotguns, SAWs, AP Grenades, and Flashbangs to deal with the Chryssalids, then make your way to the Hive itself. You can activate the transponder immediately and book it to the LZ, but if you&#039;re confident and know what you&#039;re doing you can also stand and fight all the Chryssalids that start spawning once you come in view of the whale for the extra XP (sadly, all corpses are lost at the end of the mission). There are a fixed number of Chryssalids that can spawn before the transponder is activated, and if you abuse the fact that Chryssalids can&#039;t attack units at a different elevation than they are, you can find any elevated platform on the map and position your soldiers to physically block the Chryssalids from being able to jump up, rendering them unable to attack you and allowing you to farm some kill XP for a time until they stop spawning. Once you activate the transponder, they will resume spawning out of the Hive again and you will have a limited number of turns to extract before all soldiers are lost. You will want a high mobility unit to hit the transponder so that your slower soldiers can get a head start and also be available to deal with the Chryssalids spawning throughout the map before the main Hive force can catch up to you.&lt;br /&gt;
&lt;br /&gt;
This mission uses the generic pod and alien pool, but forces all such pods to be [[Alien Life Forms (Long War)#Chryssalid|Chryssalids]]. Additionally, the following pods are added on top of the generic pool:&lt;br /&gt;
* One Level 3 [[Alien Life Forms (Long War)#Thin Man|Thin Man]] pod leader with 3 supporting aliens&lt;br /&gt;
* A couple solo [[Alien Life Forms (Long War)#Zombie|Zombies]]&lt;br /&gt;
* Solo [[Alien Life Forms (Long War)#Chryssalid|Chryssalids]] that hatch out of various environmental seafood objects (as per their vanilla scripts)&lt;br /&gt;
&lt;br /&gt;
===Slingshot===&lt;br /&gt;
: &#039;&#039;See also: [[Slingshot DLC (EU2012)]]&lt;br /&gt;
Note: Slingshot DLC missions do not override the Council mission for that month, unlike Progeny missions. The normal Council mission will still spawn.&lt;br /&gt;
&lt;br /&gt;
====Friends in Low Places====&lt;br /&gt;
:&#039;&#039;Trigger: May 5th if Slingshot DLC is enabled&#039;&#039;&lt;br /&gt;
:&#039;&#039;Enemy Forces: Fixed&#039;&#039;&lt;br /&gt;
:&#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §50, 1 Scientist, 1 Engineer, Shaojie Zhang (Cpl)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[Low_Friends_(EU2012)|Low Friends]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[Image:Zhang_Face2.png|114px|right]]&lt;br /&gt;
A member of the Triad criminal organization has reached out to one of our contacts. Although we have little interest in the man himself, he allegedly has in his possession a piece of &amp;quot;unique&amp;quot; technology. We&#039;ll need you to investigate; we will transmit further details to Central.&lt;br /&gt;
&lt;br /&gt;
If the contact&#039;s device is genuine, as we suspect it is, it&#039;ll be of high value. Stay sharp, as the aliens may make an effort to recover it.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
This mission overrides the generic list, forcing 8 aliens in 3 soldier pods with 3 drop-ins.&lt;br /&gt;
&lt;br /&gt;
====Confounding Light====&lt;br /&gt;
:&#039;&#039;Trigger: June 29th if Slingshot DLC is enabled&#039;&#039;&lt;br /&gt;
:&#039;&#039;Enemy Forces: Generic&#039;&#039;&lt;br /&gt;
:&#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §85&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[CnfndLight_(EU2012)|Confounding Light]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[Image:Confounding_Light.png|114px|right]]&lt;br /&gt;
According to Dr. Shen&#039;s report, the transponder device provided by Zhang is tied into the navigation system of an alien battleship approaching our atmosphere. The doctor believes deploying a series of modified transponders could provide you with a means of diverting the battleship before it reaches its target. We will transmit the remaining mission parameters to Central.&lt;br /&gt;
&lt;br /&gt;
A battleship is closing on the city. The squad must place the transponders in time to divert the attack. Aliens will likely deploy scouts to seek out any human resistance. Enemy contact likely.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
====Gangplank====&lt;br /&gt;
:&#039;&#039;Trigger: July 1st if Slingshot DLC is enabled&lt;br /&gt;
:&#039;&#039;Enemy Forces: Modified&#039;&#039;&lt;br /&gt;
:&#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: Landed [[UFOs (Long War)#Battleship|Battleship]] Loot&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[Gangplank_Map_(EU2012)|Gangplank]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[Image:Gangplank.png|114px|right]]&lt;br /&gt;
With the hacked signal in place, the alien battleship is vulnerable, and now is the time to strike. We need you to deploy a squad and set down on the ship&#039;s surface. This is a rare opportunity to retrieve the technology within that ship intact; we shouldn&#039;t waste it.&lt;br /&gt;
&lt;br /&gt;
The battleship is crippled but still active, and the aliens aboard won&#039;t be happy to see us. Expect maximum resistance.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
Note: this mission does &#039;&#039;not&#039;&#039; contain the normal squad of a landed Battleship, it uses the usual forces for a council mission.&lt;br /&gt;
&lt;br /&gt;
On top of the generic pool that scales with the date, this mission adds two additional pods:&lt;br /&gt;
* Level 4 Cyberdisc leader pod with 4 supporting aliens&lt;br /&gt;
* Level 3 Muton leader pod with 5 supporting aliens&lt;br /&gt;
&lt;br /&gt;
===Progeny===&lt;br /&gt;
: &#039;&#039;See also: [[Progeny (EU2012)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Portent====&lt;br /&gt;
:&#039;&#039;Trigger: April if Progeny DLC is enabled&#039;&#039;&lt;br /&gt;
:&#039;&#039;Enemy Forces: Generic&#039;&#039;&lt;br /&gt;
:&#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §75, 2 Scientists, 2 Engineers&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[Portent_Map_(EU2012)|Portent]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing}}&lt;br /&gt;
[[File:Portent (EU2012).png|200px|right|]]&lt;br /&gt;
The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the &#039;&#039;cargo&#039;&#039; being moved. We&#039;ll need a squad to investigate; Central should have our complete report momentarily.&lt;br /&gt;
&lt;br /&gt;
A French military convoy was caught in an ambush. The convoy&#039;s current status is unknown. Be prepared for anything.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
A very simple mission that spawns in April and serves as foreshadowing for the introduction of EXALT. It functions identically to a standard Target Extraction: you&#039;ll have to make your way to the opposite end of the map and pick up an EXALT survivor, fighting pods along the way. As you bring the survivor back towards the extraction zone, drop ins will appear. Defeat them and extract with the target.&lt;br /&gt;
&lt;br /&gt;
====Deluge====&lt;br /&gt;
:&#039;&#039;Trigger: September or later and the Psi Lab is constructed if Progeny DLC is enabled&lt;br /&gt;
: &#039;&#039;Enemy Forces: Generic&#039;&#039;&lt;br /&gt;
: &#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §330 Cash, Annette Durand (Cpl)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[Deluge_Map_(EU2012)|Deluge]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[File:Deluge Mission (EU2012).png|200px|right|]]&lt;br /&gt;
The surviving EXALT operative has provided additional intel on the location of our missing transport vehicle, and not a moment too soon. It appears the aliens have cornered the truck on a dam in eastern France. If we&#039;re going to recover the cargo, we&#039;ll need to act fast.&lt;br /&gt;
&lt;br /&gt;
The transport is stopped on a dam in France; it&#039;s likely the aliens have sabotaged the structure. They clearly consider this transport to be high value. Expect substantial opposition.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
You must cross atop a long, narrow dam that is heavily damaged and about to collapse. You have a limited time to complete the mission, and similar to a Bomb Disposal, there are various pressure nodes that you can interact with to buy you more time. Once you reach the target objective at the other end of the map, the mission ends, even if there are other active aliens remaining on the map.&lt;br /&gt;
&lt;br /&gt;
Bring an extremely mobile squad that can handle the tough alien leaders and drop ins. Alloy SHIVs are a good investment due to their ability to act as low cover. A sniper with squadsight and grapple-hook armor can post up on one of two watchtower-esque structures in the map, but be careful as they may need support if a drop-in lands near them.&lt;br /&gt;
&lt;br /&gt;
Annette Durand will join the XCOM project upon completion of the mission. She is a Corporal Tactical with 2 ranks in psionics.&lt;br /&gt;
&lt;br /&gt;
====Furies====&lt;br /&gt;
:&#039;&#039;Trigger: One month after Deluge if Progeny DLC is enabled&#039;&#039;&lt;br /&gt;
:&#039;&#039;Enemy Forces: Modified&#039;&#039;&lt;br /&gt;
:&#039;&#039;Drop-ins: Yes&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rewards: §250, Matthew Hawkins (Sgt), Said Tariq (Cpl), Fatima Tariq (Cpl)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Map: [[Furies_Map_(EU2012)|Furies]]&#039;&#039;&lt;br /&gt;
{{Ref Open | title = Intro &amp;amp; Briefing }} &lt;br /&gt;
[[File:Furies Mission (EU2012).png|200px|right|]]&lt;br /&gt;
The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.&lt;br /&gt;
{{Ref Close}}&lt;br /&gt;
&lt;br /&gt;
You must assault a landed Abductor to rescue Annette Durand&#039;s squadmates, The Furies, which are held in life support pods. Once you get close enough to the UFO, a timer starts and you have 12 turns to reach each pod and disable the euthanization mechanism. Be extremely careful as weapons and missed shots can destroy the life support pods. Unlike ordinary landed UFOs, there is no command pod on this mission.&lt;br /&gt;
&lt;br /&gt;
Ideally, you&#039;ll want to hold your position away from the UFO and ambush some of the roaming pods before the timer triggers and you&#039;re forced to push forward through the map. There is a log forward and to the right of the spawn: if you stay behind it you will not trigger the timer[https://www.reddit.com/r/Xcom/comments/cg28dk/clarification_on_furies_timer/]. Once you&#039;ve killed as many aliens as possible, make your way into the UFO and disable the timers.&lt;br /&gt;
&lt;br /&gt;
Note: this mission does &#039;&#039;not&#039;&#039; contain the normal squad of a landed Abductor; it uses the usual forces for a council mission.&lt;br /&gt;
&lt;br /&gt;
On top of the generic pool that scales with the date, this mission adds two additional pods:&lt;br /&gt;
* Level 6 Floater leader with 3 supporting aliens&lt;br /&gt;
* Level 9 Thin Man [[Alien Life Forms (Long War)#Bosses|Boss]] (&amp;quot;Typhon&amp;quot;) with 5 supporting aliens&lt;br /&gt;
&lt;br /&gt;
Any member of the Furies you manage to rescue will join the XCOM project upon completion of the mission.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Missions (Long War)]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=84288</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=84288"/>
		<updated>2017-03-12T17:53:51Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Activities Table */ Split single table into smaller tables grouped by activity type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
* If the GV is superior to the GA by 20 points or more, it will trigger a Super Emergency Reinforcements activity by ADVENT, which will automatically complete a new pip for the AVATAR project (and thus cancel any previous delays caused by high GV levels)&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activity Tables===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: The various &#039;mod&#039; columns are often blank. Tables would look better if they were merged into a single column, so instead of &amp;quot;Force Mod: 1 | Alert Mod: 1&amp;quot; we would have &amp;quot;Mission Modifiers: +1 Force, +1 Alert&amp;quot;.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation activities&#039;&#039;&#039; allow XCOM to free a region from the aliens&#039; control. Every alien-controlled region has a liberation activity present at all times: if the mission expires without being detected (or is attempted and failed) then it will immediately respawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||0||Recover, Hack||216 + 24||1|||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||4||135||35||3||0||Extract, Rescue||192 + 48||0||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | 3 || 0&lt;br /&gt;
|Neutralize, Destroy Object|| 192 + 48|| 0||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0|| Requires 100% Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0|| Requires 100% Infiltration&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebel activities&#039;&#039;&#039; are common missions that help build the resistance. They tend to be easier to detect than other types of activity. Nothing happens when these missions expire so there is no penalty for ignoring them.&lt;br /&gt;
&lt;br /&gt;
Each region can have up to two of these activities at once. Each activity can be present in up to two regions in the world at any given time.&lt;br /&gt;
&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;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisoner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisoners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||20||32||||||0-8||6+||0||Sabotage CC, Neutralize||216+72||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Find Facility Lead||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||Protect Research&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4-15||0-15||0||Troop Maneuvers||216+72||-24||||&lt;br /&gt;
|- style=&amp;quot;color:grey;&amp;quot;&lt;br /&gt;
|Logistics||55||90||60||||||0-12||||0||Smash N Grab||216+96||&lt;br /&gt;
|style=&amp;quot;text-align: left; color:black;&amp;quot;|Not implemented as of Patch 1.1||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5+||7+||0||Hack||216+72||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien progression activities&#039;&#039;&#039; advance the aliens&#039; goals or increase their power. These activities tend to be very difficult for XCOM to detect. Completing these missions (if detected) should be a high priority, as this is the only way to slow the aliens&#039; progression.&lt;br /&gt;
&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;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||4||||3||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot;|One in the world, 16 day cooldown. Always in the safest alien region (uncontacted, if possible). ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. Requires 20+ excess global vigilance. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Varies||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Two in the world. Cannot be in the same region as research facility or other dark event activity.||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Varies||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|One in the world. Cannot be in the same region as research facility or other dark event activity. ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||*||0-5||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||colspan=&amp;quot;2&amp;quot;|Unlocked by Facility Lead||||||||||||Sabotage||Infinite||||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien retaliation activities&#039;&#039;&#039; directly harm the resistance if not stopped or prevented.&lt;br /&gt;
&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;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||1+||4+||0||Recruit Raid||24+5||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendezvous&#039;&#039;&#039; is a special activity. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&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;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || 0&lt;br /&gt;
| Placeholder || 504+168 || ||style=&amp;quot;text-align: left;&amp;quot;|No actual mission, immediately advances to second stage.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=84287</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=84287"/>
		<updated>2017-03-12T16:31:24Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Vigilance Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
* If the GV is superior to the GA by 20 points or more, it will trigger a Super Emergency Reinforcements activity by ADVENT, which will automatically complete a new pip for the AVATAR project (and thus cancel any previous delays caused by high GV levels)&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activities Table===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 1)||3||110||40||||||||||0||Recover, Hack||216 + 24||1|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2) ||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0&lt;br /&gt;
|Neutralize, Destroy Object|| 192 + 48|| 0||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||1+||4+||0||Recruit Raid||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||4||||3||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Infinite||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||*||0-5||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||0-8||6+||0||Sabotage CC, Neutralize||216+72||||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4-15||0-15||0||Troop Maneuvers||216+72||||-24||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||0-12||||0||Smash N Grab||216+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Not implemented as of Patch 1.1||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5+||7+||0||Hack||216+72||||||||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || 0&lt;br /&gt;
| Placeholder || 504+168 || || ||style=&amp;quot;text-align: left;&amp;quot;|Special (see below)|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2|| ||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Notes.&lt;br /&gt;
* Rendezvous. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. This mission&#039;s entry doesn&#039;t specify the required Intel Income before you can start detecting it so maybe it&#039;s immediate, however the very low discovery chance (the lowest of any mission) makes it quite hard to detect. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=83485</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=83485"/>
		<updated>2017-02-18T00:04:33Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Activities Table */ Tables are difficult&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
* If the GV is superior to the GA by 20 points or more, it will trigger a Super Emergency Reinforcements activity by ADVENT, which will automatically complete a new pip for the AVATAR project (and thus cancel any previous delays caused by high GV levels)&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points &#039;&#039;&#039;and&#039;&#039;&#039; an AVATAR point.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activities Table===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||3||110||40||||||||||0||Recover, Hack||216 + 24||1|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2) ||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0&lt;br /&gt;
|Neutralize, Destroy Object|| 192 + 48|| 0||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense||rowspan=&amp;quot;2&amp;quot; | 30|| 60|| 31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatic ||||||2+||3+||0||Intel Raid||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatic||||||1+||4+||0||Supply Convoy||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatic ||||||1+||4+||0||Recruit Raid||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||4||||3||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Infinite||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||*||0-5||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||0-8||6+||0||Sabotage CC, Neutralize||216+72||||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4-15||0-15||0||Troop Maneuvers||216+72||||-24||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||0-12||||0||Smash N Grab||216+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Not implemented as of Patch 1.1||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5+||7+||0||Hack||216+72||||||||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || 0&lt;br /&gt;
| Placeholder || 504+168 || || ||style=&amp;quot;text-align: left;&amp;quot;|Special (see below)|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2|| ||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Notes.&lt;br /&gt;
* Rendezvous. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. This mission&#039;s entry doesn&#039;t specify the required Intel Income before you can start detecting it so maybe it&#039;s immediate, however the very low discovery chance (the lowest of any mission) makes it quite hard to detect. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=83484</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=83484"/>
		<updated>2017-02-18T00:02:46Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Activities Table */ Useful activity descriptions. Move internal names to the notes column.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
* If the GV is superior to the GA by 20 points or more, it will trigger a Super Emergency Reinforcements activity by ADVENT, which will automatically complete a new pip for the AVATAR project (and thus cancel any previous delays caused by high GV levels)&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points &#039;&#039;&#039;and&#039;&#039;&#039; an AVATAR point.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activities Table===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Internal Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2)||3||110||40||||||||||0||Recover, Hack||216 + 24||1|||||| Protect Region Early&lt;br /&gt;
|-&lt;br /&gt;
|Liberation (part 2) ||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||||Protect Region Mid&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liberation (part 3)|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0&lt;br /&gt;
|Neutralize, Destroy Object|| 192 + 48|| 0||||||rowspan=&amp;quot;3&amp;quot;|ProtectRegion&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| 50|| 70 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96|||||||| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Invasion||24+0||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Super Invasion|| rowspan=&amp;quot;2&amp;quot; | 3|| 0||  70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||style=&amp;quot;text-align: left;&amp;quot;|Requires all regions liberated.||rowspan=&amp;quot;2&amp;quot;|Foothold&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic|| 1||Invasion||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Haven Defense|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4+|| rowspan=&amp;quot;2&amp;quot; |4+||0||Destroy Object||144+48||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 5+ working rebels.||rowspan=&amp;quot;2&amp;quot;| Counterinsurgency&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Automatic||1||Terror, Defend||24+5||||||style=&amp;quot;text-align: left;&amp;quot;|Success on the first mission skips this one&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||colspan=&amp;quot;2&amp;quot; | Automatically detected ||||||2+||3+||0||Intel Raid||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Intel. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||colspan=&amp;quot;2&amp;quot; | Automatically detected ||||||1+||4+||0||Supply Convoy||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Supply. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||colspan=&amp;quot;2&amp;quot; | Automatically detected ||||||1+||4+||0||Recruit Raid||24+5||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires 6+ rebels working on Recruit. Faceless count double.||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Transfer||40||75||4||||3||||||0||Supply Line Raid||144+144||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Moves an Alert point between regions.||Reinforce&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Dark Event Research ||45||95||7||||||3+||0-8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||COINResearch&lt;br /&gt;
|-&lt;br /&gt;
| Strategic Dark Event Research ||50||65||11||||||3+||3+||0||Recover, Hack, Destroy Object||Infinite||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||COINOps&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||*||0-5||0||Supply Line Raid||1080+72||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Requires Alert &amp;gt;= Vigilance.||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Makes Doom||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Force Level|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;| ||rowspan=&amp;quot;2&amp;quot;|ScheduledOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates one Alert point in its region and one in a random adjacent region. ||rowspan=&amp;quot;2&amp;quot;| EmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Add Troop Strength|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot; rowspan=&amp;quot;2&amp;quot; |Creates two Alert points in its region and one in each of two adjacent regions. ||rowspan=&amp;quot;2&amp;quot;|SuperEmergencyOffworldReinforcements&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||0-8||6+||0||Sabotage CC, Neutralize||216+72||||-12&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Creates 3 extra Vigilance points.||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||0-10||0-10||0||Hack, Recover, Rescue, Extract||216+72||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||0-12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4-15||0-15||0||Troop Maneuvers||216+72||||-24||||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||0-12||0-6||0||Extract, Rescue||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||0-12||0-7||0||Jailbreak||216+96||||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||0-12||||0||Smash N Grab||216+96||||&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|Not implemented as of Patch 1.1||&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5+||7+||0||Hack||216+72||||||||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; | Rendezvous || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | -2 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || 0&lt;br /&gt;
| Placeholder || 504+168 || || ||style=&amp;quot;text-align: left;&amp;quot;|Special (see below)|| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Rendezvous|| 24+5|| 2|| ||style=&amp;quot;text-align: left;&amp;quot;|Automatically detected.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Notes.&lt;br /&gt;
* Rendezvous. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. This mission&#039;s entry doesn&#039;t specify the required Intel Income before you can start detecting it so maybe it&#039;s immediate, however the very low discovery chance (the lowest of any mission) makes it quite hard to detect. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=83482</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=83482"/>
		<updated>2017-02-17T23:14:29Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Vigilance Mechanics */ Global Resistance Threat shows (vigilance-alert)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
* If the GV is superior to the GA by 20 points or more, it will trigger a Super Emergency Reinforcements activity by ADVENT, which will automatically complete a new pip for the AVATAR project (and thus cancel any previous delays caused by high GV levels)&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels. This is then converted to Net Global Vigilance by subtracting the Global Alert (GA) level. That is: NetGV = GV - GA. Conceptually, the net global vigilance is a measure of whether the aliens have over-extended by focusing too much on the resistance: high values mean ADVENT is dealing with more problems than they have troops, while low values means ADVENT has plenty of troops to deal with the rebel threat.&lt;br /&gt;
&lt;br /&gt;
Net Global Vigilance is indicated on the Resistance Management tab as &#039;Global Resistance Threat&#039;. This provides a general range of the net global vigilance, and thus the raw global vigilance (by simple math).  These labels correspond to the NetGV level, with each step representing +10 additional Net Global Vigilance:&lt;br /&gt;
* Low (NetGV value below -10)&lt;br /&gt;
* Guarded (NetGV between -10 and 0)&lt;br /&gt;
* Elevated (0 to 10)&lt;br /&gt;
** At Elevated and above, i.e. when Net Global Vigilance is above 0, the AVATAR project progresses more slowly. Each point of Net Global Vigilance increases the time to generate a new AVATAR point by 10 hours.&lt;br /&gt;
* High (10 to 20)&lt;br /&gt;
* Severe (20 to 30)&lt;br /&gt;
** At Severe and above, the aliens gain access to a &amp;quot;Super Reinforcements&amp;quot; activity which creates twice as many Alert points &#039;&#039;&#039;and&#039;&#039;&#039; an AVATAR point.&lt;br /&gt;
** &#039;&#039;TODO: Does this replace the normal reinforcement activity or does it allow two reinforcements at once?&#039;&#039;&lt;br /&gt;
* Extreme (above 30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by 1 point every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activities Table===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Rendezvous&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | -2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | -2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| 0&lt;br /&gt;
| Placeholder&lt;br /&gt;
| 504+168&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Special (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Rendezvous&lt;br /&gt;
| 24+5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Notes.&lt;br /&gt;
* Rendezvous. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. This mission&#039;s entry doesn&#039;t specify the required Intel Income before you can start detecting it so maybe it&#039;s immediate, however the very low discovery chance (the lowest of any mission) makes it quite hard to detect. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=83481</id>
		<title>ADVENT&#039;s Agenda (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT%27s_Agenda_(LW2)&amp;diff=83481"/>
		<updated>2017-02-17T22:35:55Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* ADVENT&amp;#039;s Strategy */ Fix an alert/vigilance swap in the intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
While ADVENT&#039;s primary goal of completing the AVATAR Project is the same in LW 2 as the vanilla game, a number of changes have been introduced on how ADVENT (a.k.a. Strategic AI) will achieve its agenda, and how it will react to XCOM&#039;s attempts to stop the project. The major difference now is that ADVENT will conduct specific operations, or Activities, on any of the 16 world regions that will result in missions for XCOM. Each Activity has specific requirements and different results, depending on if ADVENT completes the activity or if the Resistance is able to detect and win the missions generated. &lt;br /&gt;
&lt;br /&gt;
== AVATAR Project ==&lt;br /&gt;
&lt;br /&gt;
The AVATAR project&#039;s progress is unknown to the player initially but has been increased from 12 to 20 &#039;pips&#039; required before ADVENT can win the game. To uncover the &#039;Doom Meter&#039;, a player must complete a series of missions to [[Missions (LW2)#Liberation Missions|liberate]] a region for the first time.&lt;br /&gt;
&lt;br /&gt;
In order to generate the necessary research to complete the AVATAR project, ADVENT will build facilities throughout the world that will generate additional pips. XCOM can stop this process by either detecting the initial construction missions and winning them, or by assaulting the facility after it is build. However, the detection of an existing alien facility now requires either receiving a Facility Lead as a mission reward, or by the Resistance personnel on the havens generating enough intel. &lt;br /&gt;
&lt;br /&gt;
ADVENT&#039;s progress on completing the AVATAR project can be delayed or accelerated by the Global Vigilance/Global Alert (GV/GA) values:&lt;br /&gt;
* After 3 Facilities are built, ADVENT will only build additional ones if the GV level isn&#039;t too superior to the Global Alert value (not safe to build new installations)&lt;br /&gt;
* If the GV is superior to the GA it will also delay by 10 hours the completion of a new &#039;pip&#039; to the AVATAR progress bar for each 1 point of the difference between the GV/GA values&lt;br /&gt;
* If the GV is superior to the GA by 20 points or more, it will trigger a Super Emergency Reinforcements activity by ADVENT, which will automatically complete a new pip for the AVATAR project (and thus cancel any previous delays caused by high GV levels)&lt;br /&gt;
&lt;br /&gt;
== ADVENT&#039;s Strategy ==&lt;br /&gt;
&lt;br /&gt;
When determining the Activities that it will conduct on any of the 16 world regions to advance its goals, ADVENT&#039;s has 3 main variables determining its actions: Force (unit quality), Alert (unit quantity), and Vigilance (alarm caused by Resistance activities). These are further explained below. Each variable can also be expressed as global, reflecting the general situation, or as regional, representing the local values for each of the 16 regions.&lt;br /&gt;
&lt;br /&gt;
===Force Level===&lt;br /&gt;
&lt;br /&gt;
Force represents the type of units that ADVENT will deploy during missions. This value has a defined range of 1-20 and it will periodically increase by +1 when ADVENT completes the Activity called &#039;Scheduled Offworld Reinforcements&#039;. This ADVENT build-up of more powerful and dangerous units cannot be stopped or even delayed.  &lt;br /&gt;
&lt;br /&gt;
The Scheduled Off World Reinforcements activity appears 21/18/14 days after the start of a campaign, depending on difficulty level. This activity has a cool down period of 16 days, which means that the maximum Force level 20 is reached between 325-316 days after game starts. &lt;br /&gt;
&lt;br /&gt;
====Force Mechanics====&lt;br /&gt;
The Force level is always the same for all regions. All regions start with a Regional Force (RF) value of 1, and the Total Force level is the sum of all regions, or 16 at start and the automatic increases are applied to all regions at once.&lt;br /&gt;
* The Force level determines when additional soldiers appear on the Black Market, with the 2nd soldier available when Force level 7 is reached and the 3rd soldier unlocked at level 15, making those appearances as reliable indicators for when those two Force levels are reached, if XCOM hasn&#039;t faced those new improved ADVENT units on the field yet. &lt;br /&gt;
* The cost of Black Market personnel is also increased by 7.5% for each Force level raise of 1.&lt;br /&gt;
&lt;br /&gt;
====Missions and Force Level====&lt;br /&gt;
* A low Force level gives a bonus to the detection of missions at the start of a campaign on Rookie and Veteran difficulties, although this advantage doesn&#039;t last long as the Force level gradually increases. &lt;br /&gt;
* The Force level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Scheduled Offworld Reinforcements +1&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 18 force level, regardless of the Global Force level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
&lt;br /&gt;
=== Alert Level===&lt;br /&gt;
&lt;br /&gt;
Despite its name, Alert refers to the number of troops available for ADVENT to use in missions, or to move to between regions by using the Reinforce Activity. ADVENT will also regularly increase its Alert numbers by bringing regularly emergency offworld reinforcements. The Regional Alert (RA) values are on Geoscape on each region&#039;s name, as &#039;ADVENT Strength&#039;, and the Global Alert (GA) level is the sum of all RAs and it is displayed as &#039;ADVENT&#039;s Legions&#039; on the Resistance Management tab on the Commander&#039;s Quarters on the Avenger. &lt;br /&gt;
&lt;br /&gt;
The RA determines the baseline difficulty regarding the number of ADVENT units encountered on missions in each region: each level of alert increases [[Infiltration (LW2)#Enemy Strength | base mission activity level]] by one category, in addition to mission and activity-specific modifiers.&lt;br /&gt;
&lt;br /&gt;
While XCOM might be able to contain or even reduce ADVENT&#039;s numbers by detecting and winning specific missions, it is impossible to win by trying to reduce Global Alert to a zero - ADVENT can always summon more troops than the Resistance can destroy them, and the AVATAR project will eventually be completed. &lt;br /&gt;
&lt;br /&gt;
====Alert Mechanics====&lt;br /&gt;
&lt;br /&gt;
* All regions start with a Regional Alert of at least 1, except on Legendary where RA is level 2.&lt;br /&gt;
* Global Alert starting level is 15/20/30/40 for each difficulty level.&lt;br /&gt;
* There are 3 activities that ADVENT uses to create new legions and move them, although all can only appear from April onwards:&lt;br /&gt;
** The Reinforce Activity, made by land which results in a Supply Raid if detected by XCOM, will transfer 1 point of Alert level between regions if the activity is completed successfully. ADVENT will not reinforce a region through this method if its Alert level is already 15 or superior. &lt;br /&gt;
** The Emergency Offworld Reinforcements Activity is made by a UFO and will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. Despite its name, this activity happens regularly and has a cool-down period of 14/12/10/8 days depending on the difficulty level.&lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions. This activity is triggered when the Global Vigilance exceeds the Global Alert value by 20 points. &lt;br /&gt;
&lt;br /&gt;
====Missions and Alert Level====&lt;br /&gt;
* If XCOM detects and prevents the Troop Maneuvers Activity/Mission, will reduce the region&#039;s Alert level by +1.&lt;br /&gt;
* Liberating a region will destroy up to 4 points of the RA value, but any remaining troops will be distributed by the other regions still under ADVENT&#039;s control.&lt;br /&gt;
* The Emergency Offworld Reinforcements Activity has a cool-down period of 14/12/10/8 days depending on the difficulty level. It will raise the Alert level by +1 in the region they take place and also +1 on an adjacent region. &lt;br /&gt;
* The Super Emergency Offworld Reinforcements has a cool-off period of 21 days for all difficulty levels and it will give +2 Alert on the region and +1 Alert on 2 adjacent regions.&lt;br /&gt;
* The Alert level for each mission can also be modified by certain ADVENT Activities: &lt;br /&gt;
** Liberation: Rescue a Defector and Liberation: Hinder ADVENT Operations missions have a +3 modifier&lt;br /&gt;
** Reinforcements (Supply Raid missions) +3&lt;br /&gt;
** Scheduled Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Emergency Offworld Reinforcements (UFO mission) +1&lt;br /&gt;
** Super Emergency Offworld Reinforcements (UFO mission) +2&lt;br /&gt;
** Snare +1&lt;br /&gt;
** Foothold always generates missions with 12 alert level, regardless of the Global Alert level&lt;br /&gt;
** Rendezvous -2&lt;br /&gt;
* Certain ADVENT Activities will also require specific Alert levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
=== Vigilance Level===&lt;br /&gt;
&lt;br /&gt;
Vigilance represents ADVENT&#039;s concern about XCOM/Resistance activities. This indicator is the most affected by the results of missions, since XCOM&#039;s successes will raise regional (and global) Vigilance, which will then trigger additional ADVENT Activities to deal with the Resistance, such as Counterinsurgency which result in Defend/Terror missions. High Vigilance levels will also stop missions from appearing like Jailbreak or free VIPs, as ADVENT increases its security measures on the alarmed region. &lt;br /&gt;
&lt;br /&gt;
====Vigilance Mechanics====&lt;br /&gt;
&lt;br /&gt;
Vigilance is represented by the Global Vigilance (GV) level, consisting of the sum of all Regional Vigilance (RV) levels, and it can be accessed through Resistance Management, where it is displayed as &#039;Global Resistance Threat&#039;, with different labels according to the GV level:&lt;br /&gt;
* Low (GV value of -10)&lt;br /&gt;
* Guarded (0)&lt;br /&gt;
* Elevated (10)&lt;br /&gt;
* High (20)&lt;br /&gt;
* Severe (30)&lt;br /&gt;
&lt;br /&gt;
The initial value of the GV is determined randomly at start and it can vary between 16-39 points, and the starting values for each regional RV can vary between 1-4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Information&#039;&#039;&#039;&lt;br /&gt;
* Regional Vigilance decays automatically by -1 every 7 days, so if a region is empty of any XCOM activity it will eventually return on a less alarmed status.&lt;br /&gt;
* If the Global Vigilance value is greater than the Global Alert value, it will delay adding a new AVATAR pip by one of alien facilities by 10 hours for each additional point of the difference between GV and GA.&lt;br /&gt;
** If the difference between GV and GA exceeds 20 points then the dire situation will cause ADVENT to trigger a Super Emergency Reinforcements activity , which will also trigger an additional pip to be added to the AVATAR progress bar. &lt;br /&gt;
&lt;br /&gt;
====Missions and Vigilance Level====&lt;br /&gt;
&lt;br /&gt;
* XCOM successful missions in a region increase RV by +1, failures have no effect&lt;br /&gt;
* If the mission was created by ADVENT&#039;s Propaganda Activity, such as a Destroy Monument or Neutralize Target missions, completing it will increase the RV value by +3&lt;br /&gt;
* Some missions, like Supply Raids, Troop Maneuvers or Retaliations, will also reduce RV by 1 if completed successfully, cancelling out the automatic RV increase&lt;br /&gt;
** XCOM failure on the Retaliation missions will also reduce RV by either 2 or 4 points, depending on the mission&lt;br /&gt;
** Success in Troop Maneuvers will decrease RV on the region, but there&#039;s a 50% chance of increasing RV by +1 on an adjacent region&lt;br /&gt;
* If a region&#039;s Vigilance value exceeds the its Alert value, then ADVENT will try to bring additional troops into the region, either through the Reinforce or the Emergency Offworld Reinforcements activities.&lt;br /&gt;
* Certain ADVENT Activities will also require specific Vigilance levels (min and/or max) to be activated&lt;br /&gt;
&lt;br /&gt;
==ADVENT Activities==&lt;br /&gt;
&lt;br /&gt;
The missions in Long War 2 are defined through ADVENT activities, which are performed by the aliens on each regional to achieve their goals, which will then result in tactical missions, if the alien activity is detected by the Resistance. &lt;br /&gt;
&lt;br /&gt;
Each Activity can have several settings or requirements for it to be activated:&lt;br /&gt;
* Priority - weight for mission to be chosen&lt;br /&gt;
* Rebel Income - amount of detection collected by rebels with Intel jobs for the mission to be detected&lt;br /&gt;
* Detection - daily pct of the mission being detected, once the Rebel Income requirement is achieved&lt;br /&gt;
* Force &amp;amp; Alert Modifiers - the effect the activity will have on the ADVENT Regional Force and Alert levels during any mission(s) it generates&lt;br /&gt;
* Min/Max Vigilance - the range of Regional Vigilance values required for ADVENT to activate the Activity in a region&lt;br /&gt;
* Min/Max Alert - the range of Regional Alert values, as the previous setting&lt;br /&gt;
* Mission Tree - the number and sequence of missions generated by the Activity. In some cases (Liberation) it is required to complete the initial missions to unlock the rest of of the missions on the tree, while in other Activities like Invasion, detecting and completing the first mission will prevent the other missions on the tree from taking place. &lt;br /&gt;
* Mission Families - the type of missions that can generated (chosen randomly) for each step of the Mission Tree&lt;br /&gt;
* Duration - the amount of hours that the mission can be detected, once it is active. After it is detected the remaining time is the time available to infiltrate the mission (if infiltration is possible). &lt;br /&gt;
* EVAC Modifier - the number of turns added to Skyranger evacuation during missions spawned by this Activity&lt;br /&gt;
* Infiltration Modifier - the number of hours added/removed from infiltration requirements for any missions generated by this Activity&lt;br /&gt;
&lt;br /&gt;
===Activities Table===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;AI Activity&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Priority&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Rebel Income&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Force Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Alert Mod&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Vigilance&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Min/Max Alert&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Tree&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Mission Families&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;EVAC Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Infiltration Modifier&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Early||3||110||40||||||||||0||Recover, Hack||216 + 24||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Region Mid||4||135||35||||3||||||0||Extract, Rescue||192 + 48||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ProtectRegion|| rowspan=&amp;quot;3&amp;quot; | 5|| rowspan=&amp;quot;3&amp;quot; | 160|| rowspan=&amp;quot;3&amp;quot; | 30|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | 3|| rowspan=&amp;quot;3&amp;quot; | || rowspan=&amp;quot;3&amp;quot; | ||0||Neutralize, Destroy Object|| 192 + 48|| 0||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Assault Network Tower||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| 2||Assault Alien Base||Infinite||0||||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Counterinsurgency*|| rowspan=&amp;quot;2&amp;quot; |30|| rowspan=&amp;quot;2&amp;quot; |60|| rowspan=&amp;quot;2&amp;quot; |31 || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; |4/NA|| rowspan=&amp;quot;2&amp;quot; |4/NA||0||Destroy Object||144+48||||||COIN*&lt;br /&gt;
|-&lt;br /&gt;
| 1||Terror, Defend||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Reinforce*****||40||75||4||||3||||||0||Supply Line Raid||144+144||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Research||45||95||7||||||3/NA||NA/8||0||Recover, Hack, Destroy Object, Neutralize, Rescue||Infinite||||||&lt;br /&gt;
|-&lt;br /&gt;
| COIN Ops||50||65||11||||||3/NA||3/NA||0||Recover, Hack, Destroy Object||Infinite||1||||&lt;br /&gt;
|-&lt;br /&gt;
| Build Research Facility||10||850||13||||||||NA/5||0||Supply Line Raid||1080+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Regional Avatar Research||15||||||||||||||||Sabotage||Infinite||||96||Makes Doom&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Reinforcements***|| rowspan=&amp;quot;2&amp;quot; | 25|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 5|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+24||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 38|| rowspan=&amp;quot;2&amp;quot; | 100|| rowspan=&amp;quot;2&amp;quot; | 30|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 1|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Super Emergency Reinforcements|| rowspan=&amp;quot;2&amp;quot; | 37|| rowspan=&amp;quot;2&amp;quot; | 80|| rowspan=&amp;quot;2&amp;quot; | 34|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | 2|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Recover, Hack||120+96||1||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Secure UFO||144+96||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Invasion || rowspan=&amp;quot;2&amp;quot; | 15|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Supply Line Raid||96+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+0||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Propaganda||55||32||||||||NA/8||6/NA||0||Sabotage CC, Neutralize||216+72||||-12||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Research||50||120||17||||||NA/10||NA/10||0||Hack, Recover, Rescue, Extract||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
| Protect Data||55||5||35||||||NA/12||||0||Hack, Recover, Destroy Object, Rescue, Extract||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||55||5||20*||||||4/15||NA/15||0||Troop Maneuvers||216+72||||-24||&lt;br /&gt;
|-&lt;br /&gt;
| High Value Prisioner||55||60||18||||||NA/12||NA/6||0||Extract, Rescue||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Political Prisioners||55||40||28||||||NA/12||NA/7||0||Jailbreak||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Logistics||55||90||60||||||NA/12||||0||Smash N Grab||216+96||||||&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||41||||||||||2/NA||3/NA||0||Intel Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy||42||||||||||1/NA||4/NA||0||Supply Convoy||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||43||||||||||1/NA||4/NA||0||Recruit Raid||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| Snare||26||0||85||1||1||5/NA||7/NA||0||Hack||216+72||||||&lt;br /&gt;
|-&lt;br /&gt;
|  rowspan=&amp;quot;2&amp;quot; | Foothold|| rowspan=&amp;quot;2&amp;quot; | 3|| rowspan=&amp;quot;2&amp;quot; | 0|| rowspan=&amp;quot;2&amp;quot; | 70|| rowspan=&amp;quot;2&amp;quot; | 18**|| rowspan=&amp;quot;2&amp;quot; | 12**|| rowspan=&amp;quot;2&amp;quot; | || rowspan=&amp;quot;2&amp;quot; | ||0||Secure UFO||96+24||||-60||&lt;br /&gt;
|-&lt;br /&gt;
| 1||Invasion||24+5||||||Force Activity Detection&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Rendezvous&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | -2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | -2&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| 0&lt;br /&gt;
| Placeholder&lt;br /&gt;
| 504+168&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Special (see below)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Rendezvous&lt;br /&gt;
| 24+5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Force Activity Detection&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Notes.&lt;br /&gt;
* Rendezvous. Normal rebels don&#039;t contribute intel towards the detection of the Rendezvous missions, only soldier advisors do. This mission&#039;s entry doesn&#039;t specify the required Intel Income before you can start detecting it so maybe it&#039;s immediate, however the very low discovery chance (the lowest of any mission) makes it quite hard to detect. It&#039;s coded as a 2 part mission where you detect the first part (it has the longest duration of any mission) but then the mission immediately moves to the second part which is automatically detected. The final mission is that second part which explain why you never detect Rendezvous with long durations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LW2)&amp;diff=82275</id>
		<title>Soldiers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LW2)&amp;diff=82275"/>
		<updated>2017-02-11T00:08:39Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Added stats per class table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the base game, soldiers are divided into classes. &lt;br /&gt;
:[[Assault_(LW2)|Assault]]&lt;br /&gt;
:[[Grenadier_(LW2)|Grenadier]]&lt;br /&gt;
:[[Gunner_(LW2)|Gunner]]&lt;br /&gt;
:[[Ranger_(LW2)|Ranger]]&lt;br /&gt;
:[[Sharpshooter_(LW2)|Sharpshooter]]&lt;br /&gt;
:[[Shinobi_(LW2)|Shinobi]]&lt;br /&gt;
:[[Specialist_(LW2)|Specialist]]&lt;br /&gt;
:[[Technical_(LW2)|Technical]]&lt;br /&gt;
&lt;br /&gt;
:[[Psi_Operative_(LW2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
In Long War 2, experience for soldiers is primarily earned by mission completion rather than getting kills. The XP awarded at the end of a mission is based on the number of aliens on the mission. Mission XP is divided equally among soldiers returning to base, with a cap of 33% of the total experience awarded to each soldier. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people. Note that the 33% limit only applies to squads with one or two soldiers, effectively treating such squads as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted.&lt;br /&gt;
&lt;br /&gt;
== Rookie Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Stat&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Difficulty&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Created Equally&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Not Created Equally&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | SPARK&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| Veteran +&lt;br /&gt;
| Min&lt;br /&gt;
| Max&lt;br /&gt;
|-&lt;br /&gt;
! Aim &lt;br /&gt;
| +5 || - || 65 || 55 || 75 || 65&lt;br /&gt;
|-&lt;br /&gt;
! Defense &lt;br /&gt;
| +0 || - || 0 || -10|| 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
! Dodge&lt;br /&gt;
| +0 || - || 5 || -10 || 15 || 5&lt;br /&gt;
|-&lt;br /&gt;
! Will&lt;br /&gt;
| +5 || - || 25 || 10 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
! Hacking&lt;br /&gt;
| +0 || - || 5 || 1 || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| +1 || - || 4 || 3 || 7 || 12&lt;br /&gt;
|-&lt;br /&gt;
! Mobility&lt;br /&gt;
| +0 || - || 15 || 13 || 18 || 12&lt;br /&gt;
|-&lt;br /&gt;
! Psi Offense&lt;br /&gt;
| +0 || -|| 20 || 2 || 38 || -&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|  ||  ||  ||  ||  || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Defense and Dodge influence your chance to be hit. Having negatives in this area will result in the soldier being an easier target.&lt;br /&gt;
&lt;br /&gt;
The Mobility stat represents how far you can move with ONE action, and the labeled score represents meters traveled, not tiles, with 1 meter is equal to .67 tiles. As a result, you will need 2 mobility to be guaranteed a extra tile per action for movement. Remember that soldiers have 3 utility slots and each equipped item reduces mobility by 1, so the SPARK is as fast as a fully equipped default soldier.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high aim might have low defense or health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. Dodge, Will, Hacking and Psi Offense are all worth 1 point; Defense is worth 1.5 points; Offense is worth 3 points; Health and Mobility are worth 12 points. The total of &amp;quot;points&amp;quot; a soldier has on all of his stats is 478. This information can be used to determine the psi offense of rookies prior to building the Psi Lab in order to save high psi offense troopers as future psi operatives.&lt;br /&gt;
&lt;br /&gt;
==Stats by Class==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Total Stats Gained&lt;br /&gt;
! Stat !! Assault !! Grenadier !! Gunner !! Ranger !! Sharpshooter !! Shinobi !! Specialist !! Technical !! Psi Operative !! Notes&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| 4 || 4 || 3 || 3 || 2 || 2 || 3 || 2 || 2&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; | Health-gain ranks are LC/Sgt/TSgt/MSgt, LC/SSgt/MSgt, or Sgt/MSgt&lt;br /&gt;
|-&lt;br /&gt;
! Aim &lt;br /&gt;
| 16 || 16 || 20 || 20 || 28 || 16 || 16 || 16 || 12&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Will&lt;br /&gt;
| 10 || 8 || 8 || 8 || 6 || 8 || 10 || 8 || 4*&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; | Half of total will is gained at squaddie, the other half at lance corporal.&lt;br /&gt;
|-&lt;br /&gt;
! Hacking&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 40 || 75 || 0 || 0 &lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; | Specialists gain 40 hacking at squaddie, then 5 per rank.&lt;br /&gt;
|-&lt;br /&gt;
! Dodge&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 10 || 0 || 0 || 0 &lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless noted otherwise, stats are gained evenly across the 8 ranks.&lt;br /&gt;
&lt;br /&gt;
Psi operatives gain 30 psi offense at squaddie, and a total of 22 more as they level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Based on the [[Psi_Operative_(LW2)|Psi Operative]] page&#039;s stats table. That table might have some columns switched.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LW2)&amp;diff=82274</id>
		<title>Soldiers (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LW2)&amp;diff=82274"/>
		<updated>2017-02-10T23:28:42Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Improve wording, improve stats table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the base game, soldiers are divided into classes. &lt;br /&gt;
:[[Assault_(LW2)|Assault]]&lt;br /&gt;
:[[Grenadier_(LW2)|Grenadier]]&lt;br /&gt;
:[[Gunner_(LW2)|Gunner]]&lt;br /&gt;
:[[Ranger_(LW2)|Ranger]]&lt;br /&gt;
:[[Sharpshooter_(LW2)|Sharpshooter]]&lt;br /&gt;
:[[Shinobi_(LW2)|Shinobi]]&lt;br /&gt;
:[[Specialist_(LW2)|Specialist]]&lt;br /&gt;
:[[Technical_(LW2)|Technical]]&lt;br /&gt;
&lt;br /&gt;
:[[Psi_Operative_(LW2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
In Long War 2, experience for soldiers is primarily earned by mission completion rather than getting kills. The XP awarded at the end of a mission is based on the number of aliens on the mission. Mission XP is divided equally among soldiers returning to base, with a cap of 33% of the total experience awarded to each soldier. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people. Note that the 33% limit only applies to squads with one or two soldiers, effectively treating such squads as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted.&lt;br /&gt;
&lt;br /&gt;
== Rookie Stats ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Stat&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Difficulty&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Created Equally&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Not Created Equally&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | SPARK&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| Veteran +&lt;br /&gt;
| Min&lt;br /&gt;
| Max&lt;br /&gt;
|-&lt;br /&gt;
! Aim &lt;br /&gt;
| +5 || - || 65 || 55 || 75 || 65&lt;br /&gt;
|-&lt;br /&gt;
! Defense &lt;br /&gt;
| +0 || - || 0 || -10|| 10 || 30&lt;br /&gt;
|-&lt;br /&gt;
! Dodge&lt;br /&gt;
| +0 || - || 5 || -10 || 15 || 5&lt;br /&gt;
|-&lt;br /&gt;
! Will&lt;br /&gt;
| +5 || - || 25 || 10 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
! Hacking&lt;br /&gt;
| +0 || - || 5 || 1 || 20 || 5&lt;br /&gt;
|-&lt;br /&gt;
! Health&lt;br /&gt;
| +1 || - || 4 || 3 || 7 || 12&lt;br /&gt;
|-&lt;br /&gt;
! Mobility&lt;br /&gt;
| +0 || - || 15 || 13 || 18 || 12&lt;br /&gt;
|-&lt;br /&gt;
! Psi Offense&lt;br /&gt;
| +0 || -|| 20 || 2 || 38 || -&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
|  ||  ||  ||  ||  || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Defense and Dodge influence your chance to be hit. Having negatives in this area will result in the soldier being an easier target.&lt;br /&gt;
&lt;br /&gt;
The Mobility stat represents how far you can move with ONE action, and the labeled score represents meters traveled, not tiles, with 1 meter is equal to .67 tiles. As a result, you will need 2 mobility to be guaranteed a extra tile per action for movement. Remember that soldiers have 3 utility slots and each equipped item reduces mobility by 1, so the SPARK is as fast as a fully equipped default soldier.&lt;br /&gt;
&lt;br /&gt;
Not Created Equally works by swapping stats and will never produce really bad or good rookies. A rookie with high aim might have low defense or health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. Dodge, Will, Hacking and Psi Offense are all worth 1 point; Defense is worth 1.5 points; Offense is worth 3 points; Health and Mobility are worth 12 points. The total of &amp;quot;points&amp;quot; a soldier has on all of his stats is 478. This information can be used to determine the psi offense of rookies prior to building the Psi Lab in order to save high psi offense troopers as future psi operatives.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Nova_(LW2)&amp;diff=82176</id>
		<title>Template:Nova (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Nova_(LW2)&amp;diff=82176"/>
		<updated>2017-02-09T16:26:31Z</updated>

		<summary type="html">&lt;p&gt;Khaim: s/nemies/enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ability_(LW2)&lt;br /&gt;
  | s_image   = UIPerk_spark_nova.png&lt;br /&gt;
  | s_caption = Nova&lt;br /&gt;
  | s_link    = &lt;br /&gt;
  | s_name    = Nova&lt;br /&gt;
  | s_descr   = Release a blast of energy, damaging all nearby enemies. This attack has no cooldown, but consecutive Novas will damage the SPARK.&lt;br /&gt;
  | s_id      = &lt;br /&gt;
  | s_templateName = Template:Nova (LW2)&lt;br /&gt;
  | b_name = {{{ b_name | {{Ability (LW2)/Constants | b_NAME }} }}}&lt;br /&gt;
  | b_descr = {{{ b_descr | {{Ability (LW2)/Constants | b_DESCR }} }}}&lt;br /&gt;
  | b_info = {{{ b_info | {{Ability (LW2)/Constants | b_INFO }} }}}&lt;br /&gt;
  | b_table = {{{ b_table | {{Ability (LW2)/Constants | b_TABLE }} }}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War 2)]]&lt;br /&gt;
[[Category: Templates (Long War 2)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SPARK_(LW2)&amp;diff=82175</id>
		<title>SPARK (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SPARK_(LW2)&amp;diff=82175"/>
		<updated>2017-02-09T16:21:55Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Fix intro formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad.&lt;br /&gt;
&lt;br /&gt;
* SPARK Armor: All SPARKs are built with simple metallic plates to cover their core systems.&lt;br /&gt;
* Primary Weapon: Heavy Autocannon&lt;br /&gt;
* Secondary Weapon: SPARK BIT&lt;br /&gt;
* Heavy Weapon: Shredder Gun&lt;br /&gt;
&lt;br /&gt;
SPARKs do not have utility slots like regular soldiers. Instead they have a single Heavy Weapon slot which by default contains the Shredder Gun. After researching appropriate projects, this can be swapped out for either High Pressure Tanks or Extra Rocket.&lt;br /&gt;
&lt;br /&gt;
The SPARK BIT has the ability to remotely hack targets just like the Specialist&#039;s GREMLIN.&lt;br /&gt;
&lt;br /&gt;
SPARKs are 34% more expensive for infiltration.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{SPARK Tree (LW2)&lt;br /&gt;
|Squire1= {{Overdrive (LW2)            | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Squire2= {{Arsenal (LW2)              | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Squire3= {{Mechanical Chassis (LW2)   | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Squire4= {{Hack (LW2)                 | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Subclass1= Future Combat&lt;br /&gt;
|Subclass2= War Machine&lt;br /&gt;
|Aspirant1= {{Shredder (LW2)           | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Aspirant2= {{Iron Skin (LW2)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Aspirant3= {{Combat Awareness (LW2)   | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Knight1={{Rainmaker (LW2)             | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Knight2={{Bulwark (LW2)               | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Knight3={{Adaptive Aim (LW2)          | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Cavalier1={{Strike (LW2)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Cavalier2={{Formidable (LW2)          | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Cavalier3={{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Vanguard1={{Intimidate (LW2)          | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Vanguard2={{Repair (LW2)              | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Vanguard3={{Guardian (LW2)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Paladin1={{Channeling Field (LW2)     | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Paladin2={{Wrecking Ball (LW2)        | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Paladin3={{Holo Targeting (LW2)       | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Champion1={{Bombard (LW2)             | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Champion2={{Damage Control (LW2)      | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Champion3={{Hunter Protocol (LW2)     | b_name = 1 | b_descr = 1 | b_info = 0 | b_table = 1}}&lt;br /&gt;
|Templar1={{Sacrifice (LW2)            | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Templar2={{Impact Fields (LW2)        | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
|Templar3={{Nova (LW2)                 | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{{Stat Progression (SPARK)(LW2)&lt;br /&gt;
| i_health0     = 0&lt;br /&gt;
| i_offense0    = 2&lt;br /&gt;
| i_mobility0   = 0&lt;br /&gt;
| i_dodge0      = 0&lt;br /&gt;
| i_hacking0    = 5&lt;br /&gt;
| i_health1     = 0&lt;br /&gt;
| i_offense1    = 2&lt;br /&gt;
| i_mobility1   = 0&lt;br /&gt;
| i_dodge1      = 0&lt;br /&gt;
| i_hacking1    = 0&lt;br /&gt;
| i_health2     = 0&lt;br /&gt;
| i_offense2    = 2&lt;br /&gt;
| i_mobility2   = 0&lt;br /&gt;
| i_dodge2      = 0&lt;br /&gt;
| i_hacking2    = 0&lt;br /&gt;
| i_health3     = 0&lt;br /&gt;
| i_offense3    = 2&lt;br /&gt;
| i_mobility3   = 0&lt;br /&gt;
| i_dodge3      = 0&lt;br /&gt;
| i_hacking3    = 0&lt;br /&gt;
| i_health4     = 0&lt;br /&gt;
| i_offense4    = 2&lt;br /&gt;
| i_mobility4   = 0&lt;br /&gt;
| i_dodge4      = 0&lt;br /&gt;
| i_hacking4    = 0&lt;br /&gt;
| i_health5     = 0&lt;br /&gt;
| i_offense5    = 2&lt;br /&gt;
| i_mobility5   = 0&lt;br /&gt;
| i_dodge5      = 0&lt;br /&gt;
| i_hacking5    = 0&lt;br /&gt;
| i_health6     = 0&lt;br /&gt;
| i_offense6    = 2&lt;br /&gt;
| i_mobility6   = 0&lt;br /&gt;
| i_dodge6      = 0&lt;br /&gt;
| i_hacking6    = 0&lt;br /&gt;
| i_health7     = 0&lt;br /&gt;
| i_offense7    = 2&lt;br /&gt;
| i_mobility7   = 0&lt;br /&gt;
| i_dodge7      = 0&lt;br /&gt;
| i_hacking7    = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class also gains 3 points of strength, though it&#039;s not clear what that does.&lt;br /&gt;
&lt;br /&gt;
Though SPARK units don&#039;t gain health from leveling, they do start with a high health pool of 11 normal HP and 5 ablative HP.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Soldiers (Long War 2)]]&lt;br /&gt;
[[Category: Classes (Long War 2)]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LW2)&amp;diff=78872</id>
		<title>Infiltration (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LW2)&amp;diff=78872"/>
		<updated>2017-02-02T23:03:19Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Fix the Mission Discovery mechanic. Add link to JoINrbs video.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Infiltration missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends primarily on its size, and to a lesser degree on its equipment. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the number and strength of enemies, their detection radius, and the delay before the Skyranger arrives for evac.&lt;br /&gt;
&lt;br /&gt;
Mission rewards and objective timers are not affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission! You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
== Mission Expiration ==&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.&lt;br /&gt;
&lt;br /&gt;
=== Mission Discovery ===&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;percent chance per day&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. Faceless are worth negative 0.5 points. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
One day after that, the haven has an 18% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2% per point. One day later, the haven has 18 points and has a 36% chance.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Effects ==&lt;br /&gt;
Infiltration is measured as a percentage with a maximum of 200%. An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&#039;&#039;&#039;Base enemy activity&#039;&#039;&#039; is an estimation of the strength of the enemy forces you will encounter at 100% infiltration. Enemy strength is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories &#039;&#039;roughly&#039;&#039; correspond to the table below. The actual enemy activity level depends on your infiltration level. At 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;. Note that the &#039;&#039;base&#039;&#039; enemy level is displayed before deploying a squad, and the &#039;&#039;actual&#039;&#039; enemy level is displayed when a squad is infiltrating.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|30-32&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|33+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
Several factors affect the evac delay of the Skyranger including infiltration level. [https://www.reddit.com/r/Xcom/comments/5p53mm/lw2_infiltration_calculator/dcorsqp/ source]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Delay&#039;&#039;&#039;&lt;br /&gt;
* Rookie: 1 turn&lt;br /&gt;
* Veteran: 3 turns&lt;br /&gt;
* Commander: 3 turns&lt;br /&gt;
* Legend: 4 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Size&#039;&#039;&#039;&lt;br /&gt;
* 1-3 soldiers: -1 turn&lt;br /&gt;
* 4-7 soldiers: no change&lt;br /&gt;
* 8 soldiers: +1 turn&lt;br /&gt;
* 9-10 soldiers: +2 turns&lt;br /&gt;
* 11-12 soldiers: +3 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
* 0-29%: +3 turns&lt;br /&gt;
* 30-59%: +2 turns&lt;br /&gt;
* 60-99%: +1 turn&lt;br /&gt;
* 100-149%: no change&lt;br /&gt;
* 150-199%: -1 turn&lt;br /&gt;
* 200%: -2 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Infiltrations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7 or more infiltration missions including the current mission: +1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration&#039;s Effect on Enemy Detection ===&lt;br /&gt;
&lt;br /&gt;
At baseline 100% infiltration, enemies will have their normal detection range (the radius at which they spot you in concealment). However, their detection range will increase if infiltration is below 100% and decrease if infiltration is above 100%. Maximum detection range at 0% infiltration is 1.25 x Normal. Minimum detection range at 200% is 0.8334 x Normal (i.e., 1/6 less). The effect scales linearly. For example, at 50% Infiltration, enemy detection range gets a 1/8 bonus (half the maximum bonus of 1/4).&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The breakpoints for infiltration percentage are the following:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|125%&lt;br /&gt;
|100%&lt;br /&gt;
|92%&lt;br /&gt;
|84%&lt;br /&gt;
|75%&lt;br /&gt;
|67%&lt;br /&gt;
|59%&lt;br /&gt;
|50%&lt;br /&gt;
|42%&lt;br /&gt;
|34%&lt;br /&gt;
|25%&lt;br /&gt;
|17%&lt;br /&gt;
|9%&lt;br /&gt;
|0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each breakpoint below or above 100% corresponds to an increase or decrease in Enemy Activity Level, respectively. Being above a breakpoint gives you a chance to reach the next Enemy Activity Level, with the chance increasing as you approach the next breakpoint. For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it which means missions will quickly become more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%. &lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=FVcjE_FcGPM|Time Remaining Distributions] (JoINrbs)&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Infiltration (LW2)]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Infiltration_(LW2)&amp;diff=75541</id>
		<title>Talk:Infiltration (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Infiltration_(LW2)&amp;diff=75541"/>
		<updated>2017-01-29T01:46:03Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Enemy Force Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Enemy Force Level ==&lt;br /&gt;
&lt;br /&gt;
First, I added some clarification to the breakpoint section. Should be double checked for accuracy.&lt;br /&gt;
&lt;br /&gt;
I think this page could use some information about how Advent Force Level in a region affects infiltration, enemy activity level, and enemy readiness.&lt;br /&gt;
&lt;br /&gt;
: I just spend a while swimming in the configs, and I&#039;m actually quite confused. The only infiltration section that seems like it could affect enemy activity level is &amp;quot;AlertModifierAtInfiltration&amp;quot;, which maps the infiltration tiers to a scale of 12 to -3. That seems to match with the activity levels. But that section also has this baffling comment: &amp;lt;blockquote&amp;gt;;  defines tiers for how much the Alertness changes per infiltration interval ; this list needs to be synched with the description in LW_Overhaul.int : m_strAlertnessModifierDescriptions&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
: Except m_strAlertnessModifierDescriptions doesn&#039;t exist in that file, &amp;quot;alertness&amp;quot; doesn&#039;t exist in that file, and in fact &amp;quot;alertness&amp;quot; never appears in any other config file! Clearly infiltration affects enemy level, and this is almost certainly the right section, but the name seems to have been misplaced and I have no idea what it&#039;s modifying.&lt;br /&gt;
: --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 01:46, 29 January 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LW2)&amp;diff=75540</id>
		<title>Infiltration (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LW2)&amp;diff=75540"/>
		<updated>2017-01-29T01:32:43Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Infiltration missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends primarily on its size, and to a lesser degree on its equipment. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the number and strength of enemies, their detection radius, and the delay before the Skyranger arrives for evac.&lt;br /&gt;
&lt;br /&gt;
Mission rewards and objective timers are not affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission! You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
== Mission Expiration ==&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.&lt;br /&gt;
&lt;br /&gt;
=== Mission Discovery ===&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. A new mission cannot be detected until the haven has generated enough total points to &amp;quot;unlock&amp;quot; the mission. Once unlocked, the haven has a chance to detect the mission each day. This chance varies by mission type but scales linearly with the intel generation rate. That is, doubling your intel generation will double your &#039;&#039;per day&#039;&#039; detection chance, making you much more likely to discover a mission with plenty of time remaining.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. Faceless are worth negative 0.5 points. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unlock threshold&#039;&#039;&#039; (total points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per 10 points today)&lt;br /&gt;
|8.5%||17.5%||9%||14%||20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days. After that the haven has an 18% chance per day to detect the mission: the mission type is 20% at 10 points/day but the haven only has 9 points/day. The expected time to detect this mission is 5.5 days after unlocking it, or 8 days after it spawned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039; If the above haven adds a 7th level-0 to intel and the Avenger arrives to scan, the haven would generate 15 points per day: +1 from the worker, +4 from the Avenger, and the scientist&#039;s 20% adds 1 more. This would unlock the liberation mission after 1.5 days, and then has a 30% chance per day to detect it. The expected time until detection is 3.3 days after unlocking it, or 4.8 days after it spawned.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Effects ==&lt;br /&gt;
Infiltration is measured as a percentage with a maximum of 200%. An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&#039;&#039;&#039;Base enemy activity&#039;&#039;&#039; is an estimation of the strength of the enemy forces you will encounter at 100% infiltration. Enemy strength is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories &#039;&#039;roughly&#039;&#039; correspond to the table below. The actual enemy activity level depends on your infiltration level. At 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;. Note that the &#039;&#039;base&#039;&#039; enemy level is displayed before deploying a squad, and the &#039;&#039;actual&#039;&#039; enemy level is displayed when a squad is infiltrating.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|30-32&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|33+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
Several factors affect the evac delay of the Skyranger including infiltration level. [https://www.reddit.com/r/Xcom/comments/5p53mm/lw2_infiltration_calculator/dcorsqp/ source]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Delay&#039;&#039;&#039;&lt;br /&gt;
* Rookie: 1 turn&lt;br /&gt;
* Veteran: 3 turns&lt;br /&gt;
* Commander: 3 turns&lt;br /&gt;
* Legend: 4 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Size&#039;&#039;&#039;&lt;br /&gt;
* 1-3 soldiers: -1 turn&lt;br /&gt;
* 4-7 soldiers: no change&lt;br /&gt;
* 8 soldiers: +1 turn&lt;br /&gt;
* 9-10 soldiers: +2 turns&lt;br /&gt;
* 11-12 soldiers: +3 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
* 0-29%: +3 turns&lt;br /&gt;
* 30-59%: +2 turns&lt;br /&gt;
* 60-99%: +1 turn&lt;br /&gt;
* 100-149%: no change&lt;br /&gt;
* 150-189%: -1 turn&lt;br /&gt;
* 190-200%: -2 turns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Infiltrations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7 or more infiltration missions including the current mission: +1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration&#039;s Effect on Enemy Detection ===&lt;br /&gt;
&lt;br /&gt;
At baseline 100% infiltration, enemies will have their normal detection range (the radius at which they spot you in concealment). However, their detection range will increase if infiltration is below 100% and decrease if infiltration is above 100%. Maximum detection range at 0% infiltration is 1.25 x Normal. Minimum detection range at 200% is 0.8334 x Normal (i.e., 1/6 less). The effect scales linearly. For example, at 50% Infiltration, enemy detection range gets a 1/8 bonus (half the maximum bonus of 1/4).&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The breakpoints for infiltration percentage are the following:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|125%&lt;br /&gt;
|100%&lt;br /&gt;
|92%&lt;br /&gt;
|84%&lt;br /&gt;
|75%&lt;br /&gt;
|67%&lt;br /&gt;
|59%&lt;br /&gt;
|50%&lt;br /&gt;
|42%&lt;br /&gt;
|34%&lt;br /&gt;
|25%&lt;br /&gt;
|17%&lt;br /&gt;
|9%&lt;br /&gt;
|0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each breakpoint below or above 100% corresponds to an increase or decrease in Enemy Activity Level, respectively. Being above a breakpoint gives you a chance to reach the next Enemy Activity Level, with the chance increasing as you approach the next breakpoint. For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it which means missions will quickly become more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%. &lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;br /&gt;
[[Category: Infiltration (LW2)]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=73791</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=73791"/>
		<updated>2017-01-24T22:42:44Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Collecting Enemy Corpses */ Rendezvous missions reward materiel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions in LW2 are generated on a regional level by collecting intel. You collect intel by assigning resistance cell members to the intel job at each resistance haven. As resistance members rank up, a rebel of rank 1 will collect intel at 150% the rate of an unranked rebel, and a rank 2 rebel collects at 200% rate. In addition, scanning with the avenger adds another 4 (unranked) rebels worth of intel gathering.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jailbreak – XCOM must infiltrate an ADVENT jail and rescue key Resistance members. Success increases the strength of the Resistance in that region.&lt;br /&gt;
&lt;br /&gt;
Haven Defense – A variation on Retaliation missions where XCOM must defend Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction.&lt;br /&gt;
&lt;br /&gt;
ADVENT Base Assault – XCOM must deploy to and overtake a well-defended regional military headquarters.&lt;br /&gt;
&lt;br /&gt;
Invasion – ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces.&lt;br /&gt;
&lt;br /&gt;
Rendezvous – A Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers and XCOM must hunt it down.&lt;br /&gt;
&lt;br /&gt;
ADVENT Supply Raid – XCOM must defend a supply convoy and its Resistance personnel from ADVENT attacks.&lt;br /&gt;
&lt;br /&gt;
ADVENT Intel Raid – ADVENT attacks a Resistance listening post and XCOM must repel the attack.&lt;br /&gt;
&lt;br /&gt;
ADVENT Recruiting Raid – ADVENT forces attack Resistance recruiters within a region. XCOM must extract those Resistance members.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. &#039;&#039;&#039;(need to test, do you get timed loot on the ground?)&#039;&#039;&#039; As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. There are a few ways to determine a mission will allow you to keep corpses:&lt;br /&gt;
* There is no mission timer.&lt;br /&gt;
* The mission lists the reward of &amp;quot;enemy materiel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column&lt;br /&gt;
* Supply raid&lt;br /&gt;
* Intel raid&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you do this which will increase their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mechanics_(LW2)&amp;diff=73778</id>
		<title>Mechanics (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mechanics_(LW2)&amp;diff=73778"/>
		<updated>2017-01-24T21:40:39Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Status Effects */ Disorient only lasts one turn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== To-Hit Mechanics ==&lt;br /&gt;
The following hit mechanics in Long War 2 have been modified:&lt;br /&gt;
:Critical chance is no longer an absolute chance&lt;br /&gt;
::In base XCOM 2 a 10% hit and 10% critical chance would land 10% of the time, and if it hit would always be a critical. This is no longer the case.&lt;br /&gt;
::Dodge no longer supersedes crit. (In base XCOM 2 if dodge + crit chance was greater than hit, crit chance would be removed in favor of dodge.)&lt;br /&gt;
::Soldiers can graze even if the target has no dodge (In base XCOM 2, grazes were only possible if the target had dodge stat)&lt;br /&gt;
::These changes apply completely symmetrically to both sides&lt;br /&gt;
:All units will now graze if their to-hit roll is “close” to the required to hit&lt;br /&gt;
::This is referred to as the “Graze Band.” The measure of “close” is configurable in-game, and defaults to +/- 10%.&lt;br /&gt;
::Example 1 : Base 70% chance to hit results in 60% chance of a normal damage hit and 20% chance of a graze. The displayed to hit is 70%.&lt;br /&gt;
::Example 2 : Base 20% chance to hit results in 10% chance of a normal damage hit and a 20% chance of a graze. The displayed to hit is 20%.&lt;br /&gt;
:Critical Hit Chance is now a chance to “promote” the damage type. A successful critical roll will:&lt;br /&gt;
::Promote a graze hit to a regular damage hit&lt;br /&gt;
::Promote a regular damage hit to a critical damage hit&lt;br /&gt;
:Dodge Stat is now a chance to “demote” the damage type. A successful dodge roll will:&lt;br /&gt;
::Demote critical damage hit to regular damage hit&lt;br /&gt;
::Demote a regular damage hit to a graze&lt;br /&gt;
::Demote a graze into a miss (configurable)&lt;br /&gt;
:Good Angle Bonus Removed&lt;br /&gt;
::The good angle bonus of XCom 2 vanilla is removed, this bonus used to give you aim bonuses as you got closer to a flanking angle. There are no bonuses to aim and crit until you are fully flanking a target now.&lt;br /&gt;
:Consequences:&lt;br /&gt;
::Low % shots are generally more likely to do something, but that something results in less damage, and is very unlikely to deal critical damage&lt;br /&gt;
::90% to-hit and above won’t entirely miss enemies (unless they have dodge)&lt;br /&gt;
::Dodge and Crit counter each other, so a high critical chance helps counter high dodge units, while a good dodge helps protect against critical hits&lt;br /&gt;
::When using Not Created Equally, soldiers may have negative dodge, increasing the chance hits against them will be promoted&lt;br /&gt;
:Example 1: 90% to hit, 50% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 50%, Normal damage 40% of the time, Miss 10% of the time.&lt;br /&gt;
::In Long War 2, this will result in Critical damage 40% of the time, Normal damage 50% of the time, Graze damage 10% of the time.&lt;br /&gt;
:::Pre-critical results are 80% hit, 20% graze. Critical chance promotes half of the normal hits (40% of total) to critical, and half of the grazing hits (10% of total) to normal hits.&lt;br /&gt;
:Example 2: 20% to hit, 10% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 10% of the time, Normal damage 10% of the time, Miss 80% of the time&lt;br /&gt;
::In Long War 2, it will result in Critical damage 1% of the time, Normal damage 11% of the time, Graze damage 18% of the time, Miss 70% of the time&lt;br /&gt;
:::Pre-critical results are 10% hit, 20% graze. Critical chance promotes one tenth of hits so 1% normal hits become critical, 2% grazing hits become normal.&lt;br /&gt;
&lt;br /&gt;
== Enemy Patrol Behavior ==&lt;br /&gt;
In Long War 2, enemy patrol behavior and vigilance is more complex than in vanilla.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Green Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::Green alert level is most commonly the beginning of a mission when a squad is still in concealment. Advent has no idea that XCOM has infiltrated and as such, is on low alert. A pod activated on the alien turn in this state will not get free actions upon activation. In other words, they will not get a chance to take a free shot at XCOM. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yellow Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, yelling civilians, or by finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM as they scamper for cover. Patrols in yellow alert run instead of walk. You can use sound to create a diversion and draw pods away if you are attempting to stealth a mission or draw pods into your overwatch traps.&lt;br /&gt;
&lt;br /&gt;
::See the [[Sounds_(LW2)|Sounds]] subpage for details.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Red Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::This is an activated pod.&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
:&#039;&#039;&#039;Disoriented&#039;&#039;&#039;&lt;br /&gt;
Disoriented units have -25 Aim, -6 mobility, and -25 will defense, and cannot use most abilities. Disoriented units may still move, shoot, and overwatch. These effects last until the end of the next friendly turn. Disorient will break overwatch and suppression when applied to a unit currently doing those actions. If Sectoids and Gatekeepers are hit they will lose any mind controls and their Psi Zombies will be destroyed. Disorient on a mind controlled unit will not free them.&lt;br /&gt;
&lt;br /&gt;
It is currently confirmed that a bug exists with disorient: applying disorient to an already disoriented unit will not break its overwatch. This will be fixed in the next patch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stunned&#039;&#039;&#039;&lt;br /&gt;
Stunned units cannot act. Stunning a Sectoid or Gatekeeper will release any mind controls they have active, destroying their Psi Zombies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Burning&#039;&#039;&#039;&lt;br /&gt;
Burn applies a two turn damage over time and lockout of all abilities. Burning enemies will take 1-3 damage twice and can not perform any action besides moving.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
Applies an aim penalty and damage over time.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Acid Burn&#039;&#039;&#039;&lt;br /&gt;
Applies a damage over time.&lt;br /&gt;
&lt;br /&gt;
== Detection Range ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mechanics_(LW2)&amp;diff=73777</id>
		<title>Mechanics (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mechanics_(LW2)&amp;diff=73777"/>
		<updated>2017-01-24T21:32:44Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* To-Hit Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== To-Hit Mechanics ==&lt;br /&gt;
The following hit mechanics in Long War 2 have been modified:&lt;br /&gt;
:Critical chance is no longer an absolute chance&lt;br /&gt;
::In base XCOM 2 a 10% hit and 10% critical chance would land 10% of the time, and if it hit would always be a critical. This is no longer the case.&lt;br /&gt;
::Dodge no longer supersedes crit. (In base XCOM 2 if dodge + crit chance was greater than hit, crit chance would be removed in favor of dodge.)&lt;br /&gt;
::Soldiers can graze even if the target has no dodge (In base XCOM 2, grazes were only possible if the target had dodge stat)&lt;br /&gt;
::These changes apply completely symmetrically to both sides&lt;br /&gt;
:All units will now graze if their to-hit roll is “close” to the required to hit&lt;br /&gt;
::This is referred to as the “Graze Band.” The measure of “close” is configurable in-game, and defaults to +/- 10%.&lt;br /&gt;
::Example 1 : Base 70% chance to hit results in 60% chance of a normal damage hit and 20% chance of a graze. The displayed to hit is 70%.&lt;br /&gt;
::Example 2 : Base 20% chance to hit results in 10% chance of a normal damage hit and a 20% chance of a graze. The displayed to hit is 20%.&lt;br /&gt;
:Critical Hit Chance is now a chance to “promote” the damage type. A successful critical roll will:&lt;br /&gt;
::Promote a graze hit to a regular damage hit&lt;br /&gt;
::Promote a regular damage hit to a critical damage hit&lt;br /&gt;
:Dodge Stat is now a chance to “demote” the damage type. A successful dodge roll will:&lt;br /&gt;
::Demote critical damage hit to regular damage hit&lt;br /&gt;
::Demote a regular damage hit to a graze&lt;br /&gt;
::Demote a graze into a miss (configurable)&lt;br /&gt;
:Good Angle Bonus Removed&lt;br /&gt;
::The good angle bonus of XCom 2 vanilla is removed, this bonus used to give you aim bonuses as you got closer to a flanking angle. There are no bonuses to aim and crit until you are fully flanking a target now.&lt;br /&gt;
:Consequences:&lt;br /&gt;
::Low % shots are generally more likely to do something, but that something results in less damage, and is very unlikely to deal critical damage&lt;br /&gt;
::90% to-hit and above won’t entirely miss enemies (unless they have dodge)&lt;br /&gt;
::Dodge and Crit counter each other, so a high critical chance helps counter high dodge units, while a good dodge helps protect against critical hits&lt;br /&gt;
::When using Not Created Equally, soldiers may have negative dodge, increasing the chance hits against them will be promoted&lt;br /&gt;
:Example 1: 90% to hit, 50% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 50%, Normal damage 40% of the time, Miss 10% of the time.&lt;br /&gt;
::In Long War 2, this will result in Critical damage 40% of the time, Normal damage 50% of the time, Graze damage 10% of the time.&lt;br /&gt;
:::Pre-critical results are 80% hit, 20% graze. Critical chance promotes half of the normal hits (40% of total) to critical, and half of the grazing hits (10% of total) to normal hits.&lt;br /&gt;
:Example 2: 20% to hit, 10% to crit&lt;br /&gt;
::In base XCOM 2, this will result in Critical damage 10% of the time, Normal damage 10% of the time, Miss 80% of the time&lt;br /&gt;
::In Long War 2, it will result in Critical damage 1% of the time, Normal damage 11% of the time, Graze damage 18% of the time, Miss 70% of the time&lt;br /&gt;
:::Pre-critical results are 10% hit, 20% graze. Critical chance promotes one tenth of hits so 1% normal hits become critical, 2% grazing hits become normal.&lt;br /&gt;
&lt;br /&gt;
== Enemy Patrol Behavior ==&lt;br /&gt;
In Long War 2, enemy patrol behavior and vigilance is more complex than in vanilla.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Green Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::Green alert level is most commonly the beginning of a mission when a squad is still in concealment. Advent has no idea that XCOM has infiltrated and as such, is on low alert. A pod activated on the alien turn in this state will not get free actions upon activation. In other words, they will not get a chance to take a free shot at XCOM. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yellow Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::An enemy pod at Yellow alert level is not activated yet. However, it is aware of XCOM activity in the area due to sound from rocket/grenade explosions, gun shots, yelling civilians, or by finding the corpses of dead allies. Pods at this alert level will move toward any suspicious sounds they hear. If a pod is activated on an enemy turn, they may take opportunistic shots at XCOM as they scamper for cover. Patrols in yellow alert run instead of walk. You can use sound to create a diversion and draw pods away if you are attempting to stealth a mission or draw pods into your overwatch traps.&lt;br /&gt;
&lt;br /&gt;
::See the [[Sounds_(LW2)|Sounds]] subpage for details.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Red Alert Mode&#039;&#039;&#039;&lt;br /&gt;
::This is an activated pod.&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
:&#039;&#039;&#039;Disoriented&#039;&#039;&#039;&lt;br /&gt;
Applies a two turn debuff causing -25 Aim, -6 mobility, and -25 will defense. Additionally it will lock out most but not all abilities; moving, shooting, and overwatching remain available. Disorient will break overwatch and suppression when applied to a unit currently doing those actions. If Sectoids and Gatekeepers are hit they will lose any mind controls and their Psi Zombies will be destroyed. Disorient on a mind controlled unit will not free them.&lt;br /&gt;
&lt;br /&gt;
It is currently confirmed that a bug exists with disorient: applying disorient to an already disoriented unit will not break its overwatch. This will be fixed in the next patch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Stunned&#039;&#039;&#039;&lt;br /&gt;
Stunned units cannot act. Stunning a Sectoid or Gatekeeper will release any mind controls they have active, destroying their Psi Zombies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Burning&#039;&#039;&#039;&lt;br /&gt;
Burn applies a two turn damage over time and lockout of all abilities. Burning enemies will take 1-3 damage twice and can not perform any action besides moving.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
Applies an aim penalty and damage over time.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Acid Burn&#039;&#039;&#039;&lt;br /&gt;
Applies a damage over time.&lt;br /&gt;
&lt;br /&gt;
== Detection Range ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=70269</id>
		<title>Specialist (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=70269"/>
		<updated>2016-01-13T02:17:40Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Specialist&#039;&#039;&#039; operates some of XCOM&#039;s most advanced equipment. They deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty. The Specialist is the successor to the [[Support (EU2012)|Support]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Gremlin&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Aid Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Command your Gremlin to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin grants +20 Defense.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Battle Medic&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Combat Hacker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Medical Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can perform healing actions remotely.&#039;&#039; &amp;lt;br/&amp;gt; Grants one free Medkit charge.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Combat Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin deals 2 damage. Usable twice per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Revival Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an ally to remove any negative status effects: Disoriented, Stunned, Panicked, or Unconscious.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Haywire Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You may target robotic and mechanical enemies with your Gremline, attempting to hack them and seize control.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Overwatch shots trigger on any action.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=70268</id>
		<title>Specialist (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=70268"/>
		<updated>2016-01-13T02:16:48Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Specialist&amp;#039;&amp;#039;&amp;#039; operates some of XCOM&amp;#039;s most advanced equipment. They deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty. The S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Specialist&#039;&#039;&#039; operates some of XCOM&#039;s most advanced equipment. They deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty. The Specialist is the successor to the [[Support (EU2012)|Support]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Gremlin&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Aid Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Command your Gremlin to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin grants +20 Defense.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Battle Medic&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Combat Hacker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Medical Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can perform healing actions remotely.&#039;&#039; &amp;lt;br/&amp;gt; Grants one free Medkit charge.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Combat Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin deals 2 damage. Usable twice per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Revival Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an ally to remove any negative status effects: Disoriented, Stunned, Panicked, or Unconscious.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Haywire Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You may target robotic and mechanical enemies with your Gremline, attempting to hack them and seize control.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Overwatch shots trigger on any action.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(XCOM2)&amp;diff=70247</id>
		<title>Grenadier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(XCOM2)&amp;diff=70247"/>
		<updated>2016-01-12T00:51:26Z</updated>

		<summary type="html">&lt;p&gt;Khaim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Grenadier&#039;&#039;&#039; is a demolitions expert, providing heavy ordinance delivery whenever and wherever needed. The Grenadier is the successor to the [[Heavy (EU2012)|Heavy]] class.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Launch Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.&#039;&#039; &amp;lt;br/&amp;gt; The grenadier gains an extra inventory slot that may only be used for grenades.[1]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Demolitions Expert&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Heavy Gunner&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Blast Padding&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your gear includes layers of extra padding and blast plates, granting a bonus point of Armor and 66% less damage from explosive attacks.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Shredder&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your cannon attacks shred armor.&#039;&#039; &amp;lt;br/&amp;gt; Higher rank weapons shred more points of armor. The shredding effect applies before damage.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Demolition&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Unleash a volley of bullets at your target&#039;s cover, significantly damaging or destroying it. Deals no damage to your target.&#039;&#039; &amp;lt;br/&amp;gt; Uses 2 ammo. 3-turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a barrage that pins down a target, granting reaction fire against it if it moves, and imposing a -50 penalty to the target&#039;s aim.&#039;&#039; &amp;lt;br/&amp;gt; Suppression is cancelled if the Grenadier takes damage. Suppression penalties stack. Uses 2 ammo. No cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Heavy Ordinance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The grenade in your grenade-only slot gains a bonus use.&#039;&#039;[1]&lt;br /&gt;
| &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Any directed cannon shot, hit or mis, will mark the target, increasing your squad&#039;s aim by +15 against this target.&#039;&#039; &amp;lt;br/&amp;gt; Applies to standard attacks and single-target abilities, including suppression.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Volatile Mix&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your grenades have an increased radius of 1 tile, and deal +2 damage.&#039;&#039; &amp;lt;br/&amp;gt; Does not increase environment damage.&lt;br /&gt;
| &#039;&#039;&#039;Chain Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a shot with an aim penalty of -15. If you hit the target, you take another shot on the target automatically.&#039;&#039; &amp;lt;br/&amp;gt; Uses 2 ammo. 3-turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Salvo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Launching or throwing grenades, or using heavy weapons with your first action, will not end your turn.&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
| &#039;&#039;&#039;Hail of Bullets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.&#039;&#039; &amp;lt;br/&amp;gt; Standard shot with 100% to-hit. Uses 3 ammo. 5-turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Saturation Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses 3 ammo.&#039;&#039; &amp;lt;br/&amp;gt; The Grenadier takes a standard shot at each affected enemy, which can miss. 5-turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Rupture&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A Rupture shot deals critical damage and ensures that the target takes an additional +3 damage from all attacks in the future.&#039;&#039; &amp;lt;br/&amp;gt; Uses 3 ammo. 3-turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
[1] The Grenadier&#039;s abilities apply to any type of grenade, including non-lethal ordinance such as smoke grenades, flashbangs, or battle scanners. (Unconfirmed for Volatile Mix, but the radius bonus probably applies.)&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* XCOM 2 - Grenadier Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=RW8wVFR-fgE]&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenadier_(XCOM2)&amp;diff=70246</id>
		<title>Grenadier (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenadier_(XCOM2)&amp;diff=70246"/>
		<updated>2016-01-12T00:50:29Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Grenadier&amp;#039;&amp;#039;&amp;#039; is a demolitions expert, providing heavy ordinance delivery whenever and wherever needed. The Grenadier is the successor to the Heavy cl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Grenadier&#039;&#039;&#039; is a demolitions expert, providing heavy ordinance delivery whenever and wherever needed. The Grenadier is the successor to the [[Heavy (EU2012)|Heavy]] class.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Launch Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.&#039;&#039; &amp;lt;br/&amp;gt; The grenadier gains an extra inventory slot that may only be used for grenades.[1]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Demolitions Expert&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Heavy Gunner&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Blast Padding&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your gear includes layers of extra padding and blast plates, granting a bonus point of Armor and 66% less damage from explosive attacks.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Shredder&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your cannon attacks shred armor.&#039;&#039; &amp;lt;br/&amp;gt; Higher rank weapons shred more points of armor. The shredding effect applies before damage.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Demolition&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Unleash a volley of bullets at your target&#039;s cover, significantly damaging or destroying it. Deals no damage to your target.&#039;&#039; &amp;lt;br/&amp;gt; Uses 2 ammo. 3-turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a barrage that pins down a target, granting reaction fire against it if it moves, and imposing a -50 penalty to the target&#039;s aim.&#039;&#039; &amp;lt;br/&amp;gt; Suppression is cancelled if the Grenadier takes damage. Suppression penalties stack. Uses 2 ammo. No cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Heavy Ordinance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The grenade in your grenade-only slot gains a bonus use.&#039;&#039;[1]&lt;br /&gt;
| &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Any directed cannon shot, hit or mis, will mark the target, increasing your squad&#039;s aim by +15 against this target.&#039;&#039; &amp;lt;br/&amp;gt; Applies to standard attacks and single-target abilities, including suppression.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Volatile Mix&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Your grenades have an increased radius of 1 tile, and deal +2 damage.&#039;&#039; &amp;lt;br/&amp;gt; Does not increase environment damage.&lt;br /&gt;
| &#039;&#039;&#039;Chain Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a shot with an aim penalty of -15. If you hit the target, you take another shot on the target automatically.&#039;&#039; &amp;lt;br/&amp;gt; Uses 2 ammo. 3-turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Salvo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Launching or throwing grenades, or using heavy weapons with your first action, will not end your turn.&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
| &#039;&#039;&#039;Hail of Bullets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Unlease a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.&#039;&#039; &amp;lt;br/&amp;gt; Standard shot with 100% to-hit. Uses 3 ammo. 5-turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Saturation Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses 3 ammo.&#039;&#039; &amp;lt;br/&amp;gt; The Grenadier takes a standard shot at each affected enemy, which can miss. 5-turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Rupture&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A Rupture shot deals critical damage and ensures that the target takes an additional +3 damage from all attacks in the future.&#039;&#039; &amp;lt;br/&amp;gt; Uses 3 ammo. 3-turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
[1] The Grenadier&#039;s abilities apply to any type of grenade, including non-lethal ordinance such as smoke grenades, flashbangs, or battle scanners. (Unconfirmed for Volatile Mix, but the radius bonus probably applies.)&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* XCOM 2 - Grenadier Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=RW8wVFR-fgE]&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sharpshooter_(XCOM2)&amp;diff=70173</id>
		<title>Sharpshooter (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sharpshooter_(XCOM2)&amp;diff=70173"/>
		<updated>2016-01-10T17:48:30Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Sharpshooter&amp;#039;&amp;#039;&amp;#039; engages enemy targets with pinpoint accuracy from extreme range. They are also trained in pistol marksmanship for the occasional close encounter. The Sh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; engages enemy targets with pinpoint accuracy from extreme range. They are also trained in pistol marksmanship for the occasional close encounter. The Sharpshooter is the successor to the [[Sniper (EU2012)|Sniper]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistol&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Squadsight&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You can target enemies within squadmates&#039; sight, provided there is a line of sight to the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Sniper&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Gunslinger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Long Watch&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows Overwatch to trigger with Squadsight.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Return Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When targeting by enemy fire, automatically fire back with your pistol once per turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Deadeye&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a shot with a small aim penalty for a significant damage boost.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Lightning Hands&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire your pistol at a target. This attack does not cost an action.&#039;&#039; &amp;lt;br/&amp;gt; 3-turn cooldown.{{Verify}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Death from Above&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing an enemy at a lower elevation with your sniper rifle costs only a single action, and does not end your turn.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Quickdraw&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing your pistol with your first action no longer ends your turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Kill Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a reaction shot against any enemy that moves or attacks within a cone of fire.&#039;&#039; &amp;lt;br/&amp;gt; Ability does not end after first shot; only restricted by ammo.&lt;br /&gt;
| &#039;&#039;&#039;Faceoff&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire once at every visible enemy with your pistol.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;?&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;?&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&amp;diff=70172</id>
		<title>Psi Operative (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&amp;diff=70172"/>
		<updated>2016-01-10T17:33:03Z</updated>

		<summary type="html">&lt;p&gt;Khaim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Psi Operative&#039;&#039;&#039; utilizes their mental abilities to great effect to boost their allies and &#039;&#039;mess up their enemies{{Verify}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Psionic Operatives level up by training in the [[Psi Lab (XCOM2)|Psi Lab]], not from battlefield experience. Operatives in training can still go on missions; barring wounds, they will resume training after the mission.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Psionic Amplifier&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Psi&#039;&#039;&#039; stat is unique for Psi Operatives and is used to calculate their success chance with psionic attacks. The &#039;&#039;&#039;Will&#039;&#039;&#039; stat is used for psionic defense.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Each training attempt allows a choice between three randomly selected abilities. It is possible to gain early access to abilities far down the tree. (Training time and/or cost increases in this case? {{Verify}}) Psionic Operatives are capable of learning all of the available psionic abilities, although this would requires considerable time and resources.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Telepath&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Resonant&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &amp;lt;br/&amp;gt;&#039;&#039;&#039;Initiate&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Soul Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.&#039;&#039; &amp;lt;br/&amp;gt; 4-6 damage{{Verify}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Stasis&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Completely stuns the target for 1 turn, but renders them immune to any damage or attack.&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Acolyte&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Insanity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.&#039;&#039; &amp;lt;br/&amp;gt; Conditions include disorientation and stun. Mechanical enemies are immnue. 3-turn cooldown.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Inspire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Immediately grant a bonus action to an ally within sight range. 3-turn cooldown. Does not require LOS.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Soul Steal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Returns half of the damage dealt by Soul Fire as health. Cannot exceed starting health.&amp;amp;sup1;&lt;br /&gt;
| &#039;&#039;&#039;Stasis Shield&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Stasis to be used on allies.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!&amp;lt;br/&amp;gt;&#039;&#039;&#039;Disciple&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Solace&#039;&#039;&#039; &amp;lt;br/&amp;gt; Psi Operative is surrounded by an aura that extinguishes or blocks any mental impairments for themselves or nearby allies. 4-tile radius. Conditions include disorient, stun, and panic.&amp;amp;sup1;&lt;br /&gt;
| &#039;&#039;&#039;Sustain&#039;&#039;&#039; &amp;lt;br/&amp;gt; If the Psi Operative takes lethal damage, they immediately enter Stasis mode with 1 HP.  Once per mission. Does not clear status effects like acid or fire.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  &amp;lt;br/&amp;gt;&#039;&#039;&#039;Mystic&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Schism&#039;&#039;&#039; &amp;lt;br/&amp;gt; Insanity now deals 2-4{{Verify}} damage and causes the enemy to suffer +2 damage from all attacks.&amp;amp;sup1;&lt;br /&gt;
| &#039;&#039;&#039;Fortress&#039;&#039;&#039; &amp;lt;br/&amp;gt; The Psi Operative is immune to fire, poison, acid, and explosive damage.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Warlock&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Fuse&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.&#039;&#039; &amp;lt;br/&amp;gt; Fuse may also target corpses that contain unused explosives. No cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Domination&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Permanently mind control an enemy. Only one successful Domination can be performed per mission.&#039;&#039; &amp;lt;br/&amp;gt; 4-turn cooldown on failed domination attempt. Mechanical enemies are immnue.{{Verify}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Magus&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Null Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Project a beam of psionic energy that damages every target it passes through.&#039;&#039; &amp;lt;br/&amp;gt; 5-turn cooldown. Affects a one-tile-wide line, ignoring cover and line-of-sight.&lt;br /&gt;
| &#039;&#039;&#039;Void Rift&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Generate an explosive field of Psionic energy that damages everything within. Organic enemies have a chance to suffer Insanity.&#039;&#039; &amp;lt;br/&amp;gt; 5-turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;sup1; In-game ability descriptions needed.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* XCOM 2 - Psi Operative Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=GjE_JSqLt0Y]&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&amp;diff=70171</id>
		<title>Psi Operative (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&amp;diff=70171"/>
		<updated>2016-01-10T17:28:28Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Psi Operative&amp;#039;&amp;#039;&amp;#039; utilizes their mental abilities to great effect to boost their allies and &amp;#039;&amp;#039;mess up their enemies{{Verify}}&amp;#039;&amp;#039;.  Psionic Operatives level up by training...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Psi Operative&#039;&#039;&#039; utilizes their mental abilities to great effect to boost their allies and &#039;&#039;mess up their enemies{{Verify}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Psionic Operatives level up by training in the [[Psi Lab (XCOM2)|Psi Lab]], not from battlefield experience. Operatives in training can still go on missions; barring wounds, they will resume training after the mission.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Psionic Amplifier&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Each training attempt allows a choice between three randomly selected abilities. It is possible to gain early access to abilities far down the tree. (Training time and/or cost increases in this case? {{Verify}}) Psionic Operatives are capable of learning all of the available psionic abilities, although this would requires considerable time and resources.&lt;br /&gt;
&lt;br /&gt;
Success chance for offensive abilities is based on the operative&#039;s Psi stat and the target&#039;s Will stat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Telepath&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Resonant&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &amp;lt;br/&amp;gt;&#039;&#039;&#039;Initiate&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Soul Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.&#039;&#039; &amp;lt;br/&amp;gt; 4-6 damage{{Verify}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Stasis&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Completely stuns the target for 1 turn, but renders them immune to any damage or attack.&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Acolyte&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Insanity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.&#039;&#039; &amp;lt;br/&amp;gt; Conditions include disorientation and stun. Mechanical enemies are immnue. 3-turn cooldown.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Inspire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Immediately grant a bonus action to an ally within sight range. 3-turn cooldown. Does not require LOS.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Soul Steal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Returns half of the damage dealt by Soul Fire as health. Cannot exceed starting health.&amp;amp;sup1;&lt;br /&gt;
| &#039;&#039;&#039;Stasis Shield&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Stasis to be used on allies.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!&amp;lt;br/&amp;gt;&#039;&#039;&#039;Disciple&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Solace&#039;&#039;&#039; &amp;lt;br/&amp;gt; Psi Operative is surrounded by an aura that extinguishes or blocks any mental impairments for themselves or nearby allies. 4-tile radius. Conditions include disorient, stun, and panic.&amp;amp;sup1;&lt;br /&gt;
| &#039;&#039;&#039;Sustain&#039;&#039;&#039; &amp;lt;br/&amp;gt; If the Psi Operative takes lethal damage, they immediately enter Stasis mode with 1 HP.  Once per mission. Does not clear status effects like acid or fire.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  &amp;lt;br/&amp;gt;&#039;&#039;&#039;Mystic&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Schism&#039;&#039;&#039; &amp;lt;br/&amp;gt; Insanity now deals 2-4{{Verify}} damage and causes the enemy to suffer +2 damage from all attacks.&amp;amp;sup1;&lt;br /&gt;
| &#039;&#039;&#039;Fortress&#039;&#039;&#039; &amp;lt;br/&amp;gt; The Psi Operative is immune to fire, poison, acid, and explosive damage.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Warlock&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Fuse&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.&#039;&#039; &amp;lt;br/&amp;gt; Fuse may also target corpses that contain unused explosives. No cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Domination&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Permanently mind control an enemy. Only one successful Domination can be performed per mission.&#039;&#039; &amp;lt;br/&amp;gt; 4-turn cooldown on failed domination attempt. Mechanical enemies are immnue.{{Verify}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Magus&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Null Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Project a beam of psionic energy that damages every target it passes through.&#039;&#039; &amp;lt;br/&amp;gt; 5-turn cooldown. Affects a one-tile-wide line, ignoring cover and line-of-sight.&lt;br /&gt;
| &#039;&#039;&#039;Void Rift&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Generate an explosive field of Psionic energy that damages everything within. Organic enemies have a chance to suffer Insanity.&#039;&#039; &amp;lt;br/&amp;gt; 5-turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;sup1; In-game ability descriptions needed.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* XCOM 2 - Psi Operative Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=GjE_JSqLt0Y]&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=70170</id>
		<title>Ranger (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=70170"/>
		<updated>2016-01-10T16:44:34Z</updated>

		<summary type="html">&lt;p&gt;Khaim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Ranger&#039;&#039;&#039; serves as a primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range. The Ranger is the successor to the [[Assault (EU2012)|Assault]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Shotgun&lt;br /&gt;
:&#039;&#039;&#039;Alternative Primary Weapon:&#039;&#039;&#039; Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Sword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO Summary&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Slash&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Attack any enemy within movement range with your sword.&#039;&#039; &amp;lt;br/&amp;gt; Similar to Run and Gun, Slash allows a full double move followed by a sword attack. Melee attacks have a range of 1 tile, including diagonals, and may strike over half-cover. No cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Scout&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Assault&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Phantom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When the squad is revealed, this soldier remains concealed.&#039;&#039; &amp;lt;br/&amp;gt; Soldiers with Phantom always begin a mission concealed, even if the mission type does not allow the squad to begin in concealment.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Blademaster&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deal +2 extra damage on all sword attacks.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Shadowstrike&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When concealed, gain +25 bonus aim and +25 bonus critical hit chance when attacking enemies.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Shadowstep&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;This soldier does not trigger overwatch or reaction fire.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Conceal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Immediately enter concealment once per mission.&#039;&#039; &amp;lt;br/&amp;gt; Does not cost an action.&lt;br /&gt;
| [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run and Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take an action after dashing.&#039;&#039; &amp;lt;br/&amp;gt; 3-turn cooldown. Allows item use {{Verify}}.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Implacable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score one or move kills on your turn, you are granted a single bonus move.&#039;&#039; &amp;lt;br/&amp;gt; This ability grants a move, not an action.&lt;br /&gt;
| &#039;&#039;&#039;Bladestorm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Free sword attacks on any enemies that enter or attack from melee range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Deep Cover&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you did not attack this turn, hunker down automatically.&#039;&#039; &amp;lt;br/&amp;gt; Overwatch does not count as an attack.&lt;br /&gt;
| &#039;&#039;&#039;Untouchable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score a kill during your turn, the next attack against you during the enemy turn with miss.&#039;&#039; &amp;lt;br/&amp;gt; Includes area attacks such as grenades.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire twice in a row at an emey. Each shot suffers an Aim penalty of -15. No cooldown.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reaper&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.&#039;&#039; &amp;lt;br/&amp;gt; 4-turn cooldown. Cannot combine with Run-and-Gun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* XCOM 2 - Ranger Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=jWtntHx74qA]&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=70169</id>
		<title>Ranger (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=70169"/>
		<updated>2016-01-10T16:39:54Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Ranger&#039;&#039;&#039; serves as a primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range. The Ranger is the successor to the [[Assault (EU2012)|Assault]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Shotgun&lt;br /&gt;
:&#039;&#039;&#039;Alternative Primary Weapon:&#039;&#039;&#039; Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Sword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO Summary&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Slash&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Attack any enemy within movement range with your sword.&#039;&#039; &amp;lt;br/&amp;gt; Similar to Run and Gun, Slash allows a full double move followed by a sword attack. Melee attacks have a range of 1 tile, including diagonals, and may strike over half-cover. No cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Scout&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Assault&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Phantom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When the squad is revealed, this soldier remains concealed.&#039;&#039; &amp;lt;br/&amp;gt; Soldiers with Phantom always begin a mission concealed, even if the mission type does not allow the squad to begin in concealment.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Blademaster&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deal +2 extra damage on all sword attacks.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Shadowstrike&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When concealed, gain +25 bonus aim and +25 bonus critical hit chance when attacking enemies,&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Shadowstep&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;This soldier does not trigger overwatch or reaction fire.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Conceal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Immediately enter concealment once per mission.&#039;&#039; &amp;lt;br/&amp;gt; Does not cost an action.&lt;br /&gt;
| [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run and Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take an action after dashing.&#039;&#039; &amp;lt;br/&amp;gt; 3-turn cooldown. Allows item use {{Verify}}.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Implacable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score one or move kills on your turn, you are granted a single bonus move.&#039;&#039; &amp;lt;br/&amp;gt; This ability grants a move, not an action.&lt;br /&gt;
| &#039;&#039;&#039;Bladestorm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Free sword attacks on any enemies that enter or attack from melee range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Deep Cover&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you did not attack this turn, hunker down automatically.&#039;&#039; &amp;lt;br/&amp;gt; Overwatch does not count as an attack.&lt;br /&gt;
| &#039;&#039;&#039;Untouchable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score a kill during your turn, the next attack against you during the enemy turn with miss.&#039;&#039; &amp;lt;br/&amp;gt; Includes area attacks such as grenades.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire twice in a row at an emey. Each shot suffers an Aim penalty of -15. No cooldown.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reaper&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.&#039;&#039; &amp;lt;br/&amp;gt; 4-turn cooldown. Cannot combine with Run-and-Gun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* XCOM 2 - Ranger Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=jWtntHx74qA]&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Info_(XCOM2)&amp;diff=70168</id>
		<title>Talk:Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Info_(XCOM2)&amp;diff=70168"/>
		<updated>2016-01-10T16:39:30Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Class Pages */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Section/Table==&lt;br /&gt;
Right, time to start thinking about the format for the new game. The obvious reference would be to adapt the [[EU2012 Table]] but what about the individual pages? Any suggestions for improvements? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 12:33, 16 June 2015 (EDT)&lt;br /&gt;
: I guess make overview pages (like a list of aliens), but leave the indivual pages like for each alien and what not until we have more information.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 09:37, 17 June 2015 (EDT)&lt;br /&gt;
:: just to add to this, it may be better to not create a page for everything, as a number of the EU2012 pages ended up being Basically empty with only the in game description.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 10:40, 13 September 2015 (EDT)&lt;br /&gt;
::: OK, I finally have some time available after the insane amount of work I&#039;ve been doing for my Redux OpenXcom mod, so it&#039;s time to start organizing this section. I&#039;ll have a draft table soon for comments, I already have a few ideas on how to start. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 12:57, 14 December 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Just finished a [[User:Hobbes/Sandbox_page/XCOM2_Table|first draft]] of the XCOM 2 table to be placed on this page and move the existing content to its relevant pages. There are a few templates that will be required before actually placing any content into these pages (to start organizing stuff):&lt;br /&gt;
* Soldier classes (and possibly for other XCOM personnel such as Engineers/Scientists)&lt;br /&gt;
* Alien/Advent units&lt;br /&gt;
* Weapons/Items&lt;br /&gt;
* Armors&lt;br /&gt;
[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:46, 6 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to bet we&#039;ll need a subsection for the &amp;quot;Alien/Advent Retaliation&amp;quot; stuff we saw in the trailers, once we figure out more of what &#039;&#039;those&#039;&#039; entail. I felt they got the idea from long war: I recall the ones we got to see were armor adds to the Advent (ie: Long War&#039;s alien research adding gene mods and stat boosts), forgot the other one but I think it was &#039;hunt the Avenger&#039; basically, and the one that was deliberately not shown. Not just descriptions of them, but also strategies, once we get all the hard data written down. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 00:25, 7 January 2016 (EST)&lt;br /&gt;
: Yeah, there are features that will require subsections but that right now there isn&#039;t enough info about them [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:04, 7 January 2016 (EST)&lt;br /&gt;
And depending on the exact nature and variation of the procedural-generated maps (especially if, say, user-submitted maps/assets get uploaded and shared through Steam or something), a Maps section might be useless. It may be just a &#039;theme&#039; of maps (ie: &amp;quot;small jungle map&amp;quot;, &amp;quot;small city map&amp;quot;), but the layouts each time are near-100% custom, or if they&#039;ll all have like a framework of &amp;quot;generally &#039;&#039;this&#039;&#039; shape,&amp;quot; as to avoid getting any layouts that get too crazy or unfair (fight your way up this &#039;&#039;no-cover pyramid!&#039;&#039; Have fun, sucker!) --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 00:34, 7 January 2016 (EST)&lt;br /&gt;
: Maps is the section that I&#039;m most interested in, since I&#039;ve been designing terrain mods for the original game for years. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:04, 7 January 2016 (EST)&lt;br /&gt;
:: PGMs have been pretty durable for years-- decade, at least-- so I don&#039;t think we&#039;ll get anything too broken in terms of maps, what with that &#039;quilt&#039; line that was dropped. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 01:35, 9 January 2016 (EST)&lt;br /&gt;
::: Don&#039;t forget the original games - many terrains are purely random but there are also a few like terror sites that are proceduraly generated. But my interest is not in broken things but to figure out how the entire map system is structured and generated. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:58, 9 January 2016 (EST)&lt;br /&gt;
Lesse, other things I noticed: civilians count as enemy observers (oh fuck, if aliens get Squadsight, that&#039;s gonna suck), so wondering that as you progress, if civvies get more friendly as you expose AVENT more and more, or do propaganda stuff. Doing supply raids seems to be back from Apocalypse. And the overarching Doom Counter seems to be this &amp;quot;Avatar Program&amp;quot;- but instead of panic management, you&#039;re basically on a timer you can only slow down (or that&#039;s just flavor text and it &#039;&#039;is&#039;&#039; a point-based system like Panic). --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 01:35, 9 January 2016 (EST)&lt;br /&gt;
: I&#039;d love to see those Turrets with Squadsight... anyways, there&#039;s a ton of info becoming available but at this point I&#039;m divided in what to do. The site outages are really discouraging since I have to stop working because the site stops responding and there&#039;s a ton of work to be done on XCOM2, and I&#039;m also starting to feel that I&#039;m taking too many spoilers. I might end up stop working on this section because of these issues. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:58, 9 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Class Pages ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve started making class pages. [[Ranger_(XCOM2)]] is the first one. Very basic so far, just the skill trees, but better than nothing. I&#039;m re-using the old ability icons where I can; better graphical assets would be much appreciated.&lt;br /&gt;
-- [[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 11:39, 10 January 2016 (EST)&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category:XCOM_2&amp;diff=70167</id>
		<title>Category:XCOM 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category:XCOM_2&amp;diff=70167"/>
		<updated>2016-01-10T16:36:42Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Created page with &amp;quot;Pages about the 2016 game XCOM 2.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages about the 2016 game [[XCOM2|XCOM 2]].&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=70166</id>
		<title>Ranger (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=70166"/>
		<updated>2016-01-10T16:34:57Z</updated>

		<summary type="html">&lt;p&gt;Khaim: Skill Tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Ranger&#039;&#039;&#039; serves as a primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range. The Ranger is the successor to the [[Assault (EU2012)|Assault]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Shotgun&lt;br /&gt;
:&#039;&#039;&#039;Alternative Primary Weapon:&#039;&#039;&#039; Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Sword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO Summary&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Slash&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Attack any enemy within movement range with your sword.&#039;&#039; &amp;lt;br/&amp;gt; Similar to Run and Gun, Slash allows a full double move followed by a sword attack. Melee attacks have a range of 1 tile, including diagonals, and may strike over half-cover. No cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Scout&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Assault&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Phantom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When the squad is revealed, this soldier remains concealed.&#039;&#039; &amp;lt;br/&amp;gt; Soldiers with Phantom always begin a mission concealed, even if the mission type does not allow the squad to begin in concealment.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Blademaster&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deal +2 extra damage on all sword attacks.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Shadowstrike&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When concealed, gain +25 bonus aim and +25 bonus critical hit chance when attacking enemies,&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Shadowstep&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;This soldier does not trigger overwatch or reaction fire.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Conceal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Immediately enter concealment once per mission.&#039;&#039; &amp;lt;br/&amp;gt; Does not cost an action.&lt;br /&gt;
| [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run and Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take an action after dashing.&#039;&#039; &amp;lt;br/&amp;gt; 3-turn cooldown. Allows item use {{Verify}}.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Implacable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score one or move kills on your turn, you are granted a single bonus move.&#039;&#039; &amp;lt;br/&amp;gt; This ability grants a move, not an action.&lt;br /&gt;
| &#039;&#039;&#039;Bladestorm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Free sword attacks on any enemies that enter or attack from melee range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Deep Cover&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you did not attack this turn, hunker down automatically.&#039;&#039; &amp;lt;br/&amp;gt; Overwatch does not count as an attack.&lt;br /&gt;
| &#039;&#039;&#039;Untouchable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score a kill during your turn, the next attack against you during the enemy turn with miss.&#039;&#039; &amp;lt;br/&amp;gt; Includes area attacks such as grenades.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire twice in a row at an emey. Each shot suffers an Aim penalty of -15. No cooldown.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reaper&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.&#039;&#039; &amp;lt;br/&amp;gt; 4-turn cooldown. Cannot combine with Run-and-Gun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - XCOM 2 - Ranger Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=jWtntHx74qA]&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=70165</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=70165"/>
		<updated>2016-01-10T15:52:43Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments.&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==DLCs==&lt;br /&gt;
Three DLCs have been already announced as part of &#039;&#039;XCOM: Reinforcement Pack&#039;&#039;&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt;: &lt;br /&gt;
* Anarchy&#039;s Children - more content to customize soldiers as guerrilla fighters (coming on Spring 2016)&lt;br /&gt;
* Alien Hunters - new mission, customization, armor, weapons to play as an elite unit tracking high profile aliens (Spring 2016)&lt;br /&gt;
* Shen&#039;s Legacy - new soldier class, with the additional weapons, etc., as well as an extra mission (Summer 2016)&lt;br /&gt;
==Characters==&lt;br /&gt;
* The XCOM Commander (a.k.a. the player) was apparently captured by the aliens some time after XCOM&#039;s surrender and placed in stasis. The game begins with the rescue of the Commander by the new XCOM (which was cobbled together from the few old veterans like Bradford and new recruits). &lt;br /&gt;
* John [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion. Bradford&#039;s first name was revealed by the developers on the media blitz before the release. &lt;br /&gt;
* Dr. Vahlen also appears on the prequel book that was launched before the release of the game, although at end she disappears and it is implied that she has been captured by the aliens. &lt;br /&gt;
* Dr. Richard Tygan replaces Vahlen as the lead scientist onboard the Avenger. He was a former Advent researcher who decided to fight the aliens after witnessing their actions. According to Jake Solomon, Tygan&#039;s last name comes from his two favorite scientists: Dr. Carl Sagan and Dr. Neil deGrasse Tyson&amp;lt;sup&amp;gt;30&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dr. Raymond Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter, everything he knew, allowing her to take up his position in the organization.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The position of Chief Engineer is now taken by [[Lily Shen (XCOM2)|An-Yi &amp;quot;Lily&amp;quot; Shen]], who is responsible for the Avenger and has her own personal GREMLIN drone.&lt;br /&gt;
&lt;br /&gt;
==Avenger== &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens, named Avenger, as a nod to the [[Avenger]] of the [[XCOM|original game]]&lt;br /&gt;
* List of Facilities&lt;br /&gt;
** Bridge&lt;br /&gt;
** Workshop&lt;br /&gt;
** Power Relay&lt;br /&gt;
** Research&lt;br /&gt;
** Engineering&lt;br /&gt;
*** View Engineers&lt;br /&gt;
*** View Inventory&lt;br /&gt;
*** Build Facilities&lt;br /&gt;
*** Build Items&lt;br /&gt;
** Living Quarters&lt;br /&gt;
** Bar/Memorial&lt;br /&gt;
** Guerrilla Tactics School&lt;br /&gt;
** Armory&lt;br /&gt;
*** Memorial&lt;br /&gt;
*** Recruit&lt;br /&gt;
*** Guerrilla Tactics School&lt;br /&gt;
*** View Soldiers&lt;br /&gt;
** Command&lt;br /&gt;
** Alien Debris&lt;br /&gt;
** Alien Machinery&lt;br /&gt;
** Exposed Power Coil&lt;br /&gt;
&lt;br /&gt;
===Guerrilla Tactics School===&lt;br /&gt;
* Can be assigned a soldier to be trained in a specific class&lt;br /&gt;
* Available Improvements for purchase:&lt;br /&gt;
** Vulture: Enemies drop an additional item when dropping loot&lt;br /&gt;
** Squad Size I = +1 to squad size&lt;br /&gt;
** Wetwork = +25 EXP to kills&lt;br /&gt;
** Vengeance = If a squadmate dies or is critically wounded, gain random tactical bonus for 2 turns&lt;br /&gt;
** Integrated Warfare = PCS (Personal Combat Sim) bonuses are significantly improved&lt;br /&gt;
** Squad Size II = Additional +1 to squad size&lt;br /&gt;
** Lightning Strike = +3 Mobility to all soldiers for first two Concealment turns&lt;br /&gt;
** Stay With Me&lt;br /&gt;
** Grenadier: Biggest Booms = Explosions can cause Critical Hits&lt;br /&gt;
** Ranger: Hunter&#039;s Instinct = Attacks against flanked enemies deal +3 damage&lt;br /&gt;
** Sharpshooter: Dead Shot = +10% Critical Chance&lt;br /&gt;
** Specialist: Cool Under Pressure = Removes Overwatch penalty and allows Crits&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes: [[Ranger (XCOM2)|Ranger]], [[Sharpshooter (XCOM2)|Sharpshooter]], [[Grenadier (XCOM2)|Grenadier]], [[Specialist (XCOM2)|Specialist]], and [[Psi Operative (XCOM2)|Psi Operative]].&lt;br /&gt;
** The first four classes are evolved versions of the original 4 classes: [[Assault_(EU2012)|Assault]], [[Sniper_(EU2012)|Sniper]], [[Heavy_(EU2012)|Heavy]], and [[Support_(EU2012)|Support]], respectively.&lt;br /&gt;
** The 5th class is dedicated Psi user. This is a departure from the previous game, where the [[Psionic_(EU2012)|Psionic]] &amp;quot;class&amp;quot; was an add-on to existing soldiers.&lt;br /&gt;
** There will be a 6th class available with the &#039;&#039;Shen&#039;s Last Gift&#039;&#039; DLC. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;Shredder&#039;&#039; ability, disintegrates enemy armor&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Rupture&#039;&#039;, a &amp;quot;critical damage attack&amp;quot; that ensures the affected unit takes increased damage from all future attacks.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
[[File:Xcom2 shieldbearer hero.jpg|right|300px|Advent Shieldbearer]]&lt;br /&gt;
[[File:XCOM2_stunlancer_hero.jpg|right|300px|Advent Stun Lancer]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shieldbearers&#039;&#039;&#039; - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;28&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Stun Lancers&#039;&#039;&#039; - aggressive soldiers who will try to get close to XCOM soldiers without regards for their own safety, can disable soldiers with a stun attack.&amp;lt;sup&amp;gt;27&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Security Tower&#039;&#039;&#039; - scanning devices placed at checkpoints and other locations that can reveal XCOM soldiers out of concealment. &lt;br /&gt;
** Can be hacked for either &#039;Desorient&#039; (&amp;quot;Desorient enemies for 2 turns&amp;quot;) or &#039;Central Command&#039; (&amp;quot;Gain control of all robotic units for 1 turns.&amp;quot;)&lt;br /&gt;
** On fail the penalty, or Feedback is &#039;Reinforcements&#039; (&amp;quot;A failed hack will result in a group of enemy reinforcements being called down on your position&amp;quot;)&amp;lt;sup&amp;gt;29&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {{Verify}} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Archons&#039;&#039;&#039; - modified [[Floater (EU2012)|Floaters]] which looks like angels.&lt;br /&gt;
** &#039;&#039;Blazing Pinions&#039;&#039; - AoE attack like &#039;&#039;Cluster Bomb&#039;&#039; of [[Sectopod (EU2012)|Sectopod]].&lt;br /&gt;
** Wounded Archon will enter a frenzied state enabling them to melee attack nearby XCOM soldiers.&lt;br /&gt;
* &#039;&#039;&#039;Andromedons&#039;&#039;&#039; - organic-synthetic hybrid enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|A &amp;quot;dark collaborator&amp;quot;, possibly related to Thin Men (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;br /&gt;
* 27 - XCOM 2’S ADVENT STUN LANCER WILL DO ANYTHING TO GET NEAR [https://xcom.com/news/en-xcom-2s-advent-stun-lancer-will-do-anything-to-get-near]&lt;br /&gt;
* 28 - THE ADVENT SHIELDBEARER STANDS ITS GROUND IN XCOM 2 [https://xcom.com/news/the-advent-shieldbearer-stands-its-ground-in-xcom-2]&lt;br /&gt;
* 29 - WAR HAND - XCOM 2 Hands-On Gameplay #1 with Beagle! [https://www.youtube.com/watch?v=I9vG-N0ILB0]&lt;br /&gt;
* 30 - [https://twitter.com/solomonjake/status/634475260864274432 And tiny tidbit, XCOM&#039;s Dr. Tygan&#039;s name is a nod to my favorite scientists: Dr. Carl Sagan and Dr. Neil deGrasse Tyson]&lt;br /&gt;
* 31 - Three XCOM 2 Expansions Announced, Detailed [http://www.gamespot.com/articles/three-xcom-2-expansions-announced-detailed/1100-6432996/]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=68088</id>
		<title>Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=68088"/>
		<updated>2015-10-24T20:24:32Z</updated>

		<summary type="html">&lt;p&gt;Khaim: /* Stats */ Table of class stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&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;
== Squad ==&lt;br /&gt;
Long War&#039;s starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission. To off-set the increased squad size, soldier classes have been made much more specific in their roles.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:&lt;br /&gt;
* Scout-Sniper -&amp;gt; [[Scout (Long War)|Scout]] or [[Sniper (Long War)|Sniper]]&lt;br /&gt;
* Tactical -&amp;gt; [[Infantry (Long War)|Infantry]] or [[Assault (Long War)|Assault]]&lt;br /&gt;
* Weapons -&amp;gt; [[Gunner (Long War)|Gunner]] or [[Rocketeer (Long War)|Rocketeer]]&lt;br /&gt;
* Support -&amp;gt; [[Medic (Long War)|Medic]] or [[Engineer (Long War)|Engineer]]&lt;br /&gt;
If you don&#039;t want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.&lt;br /&gt;
&lt;br /&gt;
The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault&#039;s destination doesn&#039;t have extra enemies hiding nearby.&lt;br /&gt;
&lt;br /&gt;
== Fatigue==&lt;br /&gt;
In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can deploy a fatigued soldier if you must, but then they&#039;ll receive a fatigue injury, and need a longer rest session that can&#039;t be skipped. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if the Slingshot and Progeny DLC are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your highest soldier&#039;s rank.&lt;br /&gt;
&lt;br /&gt;
By mid-game you might seriously start to consider if some missions are worth it. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. &amp;quot;Do I really want to assault it?&amp;quot; Check your roster and see how many soldiers are fatigued and for how long. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.&lt;br /&gt;
&lt;br /&gt;
Fatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren&#039;t damaged during a mission). However they do not gain any experience, which could be potentially given to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening  will give your soldiers fixed starting stats.&lt;br /&gt;
&lt;br /&gt;
In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers&#039; starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.&lt;br /&gt;
&lt;br /&gt;
The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper&#039;s +40, for a 30 aim difference. In comparison, the Long War Engineer gains 18 aim to the Sniper&#039;s 28, a much smaller, though still significant, 10 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Class!!{{Health (Long War)}}total!!{{Aim (Long War)}}total!!{{Will (Long War)}}total*!!{{Mobility (Long War)}} bonus&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Assault&#039;&#039;&#039;      || 4 || 18 || 25 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Infantry&#039;&#039;&#039;      || 3 || 21 || 25 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;      || 3 || 21 || 25 || -1⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Gunner&#039;&#039;&#039;      || 4 || 18 || 25 || -1⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Sniper&#039;&#039;&#039;      || 2 || 28 || 21 || -1⁺&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
 |&#039;&#039;&#039;Scout&#039;&#039;&#039;      || 2 || 25 || 24 || +1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Medic&#039;&#039;&#039;      || 3 || 18 || 28 || +1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Engineer&#039;&#039;&#039;      || 4 || 18 || 25 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; All soldiers have a chance to gain an extra 1 will per level, for up to 7 additional will over their class baseline.&lt;br /&gt;
&lt;br /&gt;
⁺ Mobility penalties are from the class&#039; standard weapons: Rocket Launchers, SAW-class weapons, and Sniper Rifles. Gunners and Snipers can avoid this penalty by equipping a different weapon.&lt;br /&gt;
&lt;br /&gt;
Master sergeants also will gain a +1 bonus to a random stat every four missions. The stat chosen has a 10% chance to be HP, 30% chance to be aim, 30% chance to be will, or a 30% chance to be defense. These stat boosts are capped at 20 HP, 120 aim, 120 will, and 20 defense, which means if, for example, your soldier has 120 aim and rolls for an aim boost, aim will not increase.&lt;br /&gt;
&lt;br /&gt;
== Hidden Potential ==&lt;br /&gt;
With the Second Wave option &amp;quot;Hidden Potential&amp;quot; enabled, stat gain will be as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Chance to get +1 HP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;||70%||60%||60%||70%||20%||20%||60%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;||70%||30%||30%||70%||50%||50%||30%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;||40%||60%||60%||40%||20%||20%||60%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;||70%||30%||30%||70%||20%||20%||30%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||40%||30%||30%||40%||20%||20%||30%||40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;||70%||60%||60%||70%||50%||50%||60%||70%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+4||+3||+3||+4||+2||+2||+3||+4&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Aim per level&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper  || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-3||1-5||1-5||1-3||2-6||1-5||1-3||1-3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-5||1-5||1-5||1-5||2-6||2-6||1-5||1-5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+18||+21||+21||+18||+28||+25||+18||+18&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Will per level&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! || Assault  || Infantry || Rocketeer || Gunner || Sniper || Scout || Medic || Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Specialist&#039;&#039;&#039;      ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;  ||2-9||2-9||2-9||2-9||2-9||2-9||2-11||2-9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Corporal&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-6||1-6||1-7||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Sergeant&#039;&#039;&#039;        ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;   ||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;||1-6||1-6||1-6||1-6||1-4||1-6||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039; ||1-6||1-6||1-6||1-6||1-4||1-4||1-6||1-6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Average at max rank&#039;&#039;&#039;||+25||+25||+25||+25||+21||+24||+28||+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Khaim</name></author>
	</entry>
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