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	<updated>2026-05-03T09:19:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=119796</id>
		<title>Reinforcements (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reinforcements_(LW2)&amp;diff=119796"/>
		<updated>2024-09-01T21:04:08Z</updated>

		<summary type="html">&lt;p&gt;MarqFJA87: /* Doom Reinforcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reinforcements in LW2 follow specific rules that differ from vanilla XCom2 in several ways.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements location===&lt;br /&gt;
In LW2, the location of incoming ADVENT/Alien reinforcements is no longer denoted by a red flare (with the exception of Rookie difficulty where the flares are still present). Reinforcements will try to drop in locations where they can flank you and rarely drop out of view (but this can occur).&lt;br /&gt;
&lt;br /&gt;
===Reinforcements composition===&lt;br /&gt;
Any ADVENT or Alien unit can be part of a reinforcement pod. Alien pods will teleport rather than drop to the area. It&#039;s perfectly possible to have Chryssalid Hive Queens or Sectopods as part of the stronger reinforcements. Reinforcements will grow in stronger with each wave. They start slightly stronger than in vanilla and end much, much stronger.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement schedule===&lt;br /&gt;
Enemy reinforcements generally come at more or less regular intervals based on ADVENT Alert Level (strength) in the region. Some missions have higher Alert Level than others and this added Alert will affect reinforcements. LW uses a &amp;quot;reinforcement bucket&amp;quot; to control when reinforcements appear during a mission. It starts at 0 and start filling each turn even if your squad is in concealment. Each turn, a value based on Alert Level is added to the bucket. When the bucket reaches 1, a new wave of reinforcements will drop and the bucket is reduced by 1 (excess points above 1 will start filling the new bucket). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Alert Level&lt;br /&gt;
(for the mission)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Bucket Increase per turn&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns before reinforcements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.29&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.21&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.38&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.49&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.52&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.43&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.55&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.32&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.59&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.48&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.62&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.35&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.65&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.37&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.53&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.56&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.72&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.58&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.60&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.78&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.44&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.63&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.81&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.66&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.47&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.1&lt;br /&gt;
|}&lt;br /&gt;
* On top of this, the &#039;&#039;Rapid Response&#039;&#039; Dark Event adds 0.1(Rookie), 0.15(Veteran) or 0.2(Commander+) to the bucket each turn.&lt;br /&gt;
* Reinforcements are slowed down globally by an additional value at Rookie (-0.25) and Veteran (-0.1).&lt;br /&gt;
* Some missions like Snare and some Retaliations use a modified bucket and will have faster reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Doom Reinforcements===&lt;br /&gt;
Sabotage Monument, Facilities, Blacksite, and Forge all have a hidden Doom Reinforcement Timer. They all work differently. For Sabotage Monument, it activates when you break Concealment, and gives you 20 turns before triggering the RNF Timer (at legend difficulty). For Facilities, it is 35 turns after breaking concealment. On the Blacksite and Forge missions the timer begins at the start of the mission, and are 45 and 50 turns respectively. &lt;br /&gt;
These &amp;quot;doom reinforcements&amp;quot; serve as a soft timer to force the player to eventually evac from the mission.&lt;br /&gt;
The table below shows how the doom timer for the Sabotage Monument mission changes with regards to difficulty level.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns until doom reinforcements start dropping&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After the squad breaks concealment&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After mission objectives are completed&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>MarqFJA87</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Skirmishers_(XCOM2)&amp;diff=88921</id>
		<title>Talk:Skirmishers (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Skirmishers_(XCOM2)&amp;diff=88921"/>
		<updated>2019-01-22T23:54:57Z</updated>

		<summary type="html">&lt;p&gt;MarqFJA87: /* Page title discrepancy */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page title discrepancy ==&lt;br /&gt;
&lt;br /&gt;
Why does this one article&#039;s title have &amp;quot;XCOM 2&amp;quot; (with space) rather than &amp;quot;XCOM2&amp;quot; (without space) like pretty much every other XCOM2 page here? Yes, I know the actual title of the game includes the space, but consistency should be maintained, and it seems the standard on this site is to omit the space in page titles. [[User:MarqFJA87|MarqFJA87]] ([[User talk:MarqFJA87|talk]]) 00:54, 23 January 2019 (CET)&lt;/div&gt;</summary>
		<author><name>MarqFJA87</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=84910</id>
		<title>Specialist (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=84910"/>
		<updated>2017-05-16T22:04:22Z</updated>

		<summary type="html">&lt;p&gt;MarqFJA87: &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;
==Role==&lt;br /&gt;
&lt;br /&gt;
As a support and utility class, the Specialist is possibly the most able to mix its skill trees without impacting its usefulness in any particular role.&lt;br /&gt;
&lt;br /&gt;
The Specialists signature ability is Aid Protocol, an ability that grants bonus defense based on the rank of the Gremlin they have equipped. It&#039;s noteworthy that using Aid Protocol does not end the Specialists turn, nor does hacking or Medical Protocol. This ability to use two actions in a turn means that the Specialist is best placed in a defensive position near the edge of active combat, allowing them to use minimal actions moving and instead controlling the battlefield with their Gremlin, whilst still providing fire support.&lt;br /&gt;
&lt;br /&gt;
Medic specialists gain multiple abilities allowing them to recover their teams health more efficiently and remedy status effects.&lt;br /&gt;
&lt;br /&gt;
Combat hackers gain a wide variety of utility skills, including the ability to finish off weakened enemies, and deal with robotic enemies effectively.&lt;br /&gt;
&lt;br /&gt;
Regardless of path, experienced Specialists will have a focus in Overwatch shots, and will be the primary carriers of Skulljacks, reducing their potential item slots, though their array of utility abilities reduces this downside.&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 Gremlin, 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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped medikits have 2 extra charges.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Scanning Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can trigger an instant scan of the area, increasing the Specialist&#039;s sight radius substantially for one turn, and revealing any hidden or disguised enemies in view.&#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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Overwatch shots can be triggered by any enemy action, not just movement.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Threat Assessment&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Aid Protocol now grants the target a Covering Fire overwatch shot, but the Aid Protocol cooldown is increased by 1 turn.&#039;&#039;&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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you spend all your actions on moves, you are granted an automatic overwatch shot at the end of the turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;With every successful overwatch shot, there is a 50% chance that another shot will be taken.&#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;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Restoration&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin flies to each squad member, healing or reviving them as needed.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Capacitor Discharge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
As the Support class was described as &#039;not &#039;&#039;sexy&#039;&#039; like the other classes,&#039; the Specialist managed to bring the sexy back.&lt;br /&gt;
&lt;br /&gt;
In the Tech-heavy world of the ADVENT Administration, information is a literal commodity: Intel resources can be hard to come by, and that&#039;s where the Specialist comes in. As they bring the Gremlin models with them, they receive a major boost to hacking abilities over the other soldiers tiny PDAs. Not only can you (with luck) disable, or even take over enemy robotic units, but remotely access terminals you would otherwise need to get close (and risk exposure) to access. Indeed, they&#039;re the only ones that can safely hack the &#039;lamp posts&#039; in the cities that scan for identification, at least while remaining in concealment.&lt;br /&gt;
&lt;br /&gt;
When hacking (including with other soldiers), the screen that appears will show the three possible results. Most commonly, it will show the failstate (often buffing the targeted device), a medium-difficulty utility hack, and a hard difficulty bonus hack. For example, on MECs and Turrets, the failstate is to buff the unit, and the hack is to either disable, or to take over the unit (lasts 3 turns). Meanwhile, the aforementioned &#039;lamp posts&#039; hack is the failstate of summoning re-enforcements,  and &#039;&#039;usually&#039;&#039; either causing all enemies to go into Disoriented status, or complete invulnerability for the Specialist for two turns. &#039;Usually&#039;, because on occasional missions, hacking these lamp posts, which are connected to ADVENT&#039;s equivalent of [[Zudjari_and_Mosaic_(Bureau)|Mosaic]], may give other bonuses, such as ADVENT facility information-- extremely helpful to keeping the Avatar program from completing, or effectively a free Mind Control of a random enemy unit still on the map. It is worth going out of the way to hack whenever possible for other bonuses such as permanent increase to the Specialist&#039;s hacking score.&lt;br /&gt;
&lt;br /&gt;
It is also advisable to give them the Skulljack device, as their hacking bonus will apply, as well: this not also gives the Specialist a high-chance instant kill against ADVENT soldiers of all kinds, but gives them a Ranger/Lancer-like dashing attack with it (once per mission). This can be extremely profitable, as hacking bonuses include intel, resources, or even Avatar Facility location data (which must then be researched). Turning your specialist into such an &#039;Intelligence Officer&#039; is very effective for your overall campaign against ADVENT and the aliens.&lt;br /&gt;
&lt;br /&gt;
Skulljacking does a flat 20 damage, so certain enemies (Elite officer with elite shields has 21 HP) can survive if at full HP.  Also note that Gremlin MkII and MkIII hacking bonuses do not apply to hacks made with the Skulljack.&lt;br /&gt;
&lt;br /&gt;
Note that when hacking, the choice is for either the &#039;utility&#039; hack, &#039;&#039;or&#039;&#039; the bonus hack, not both: simply click the panel for the hack you want to go for. Either way, pray to the RNG Gods that you chose below the roll.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Aliens are at least smart enough to pick the most likely shots available, so protect vulnerable or low-health allies with Aid Protocol to stop them being finished off. Aid Protocol can also negate an ADVENT officers mark, the weakness of low cover, or exposed Rangers. If your entire team is in high cover and one ally is in low cover, they will recieve dangerous amounts of enemy focus. Aid Protocol can negate this.&lt;br /&gt;
&lt;br /&gt;
Combat Protocol deals extra damage to mechanical units, which can compensate for the limited means to deal with armoured enemies early-game.&lt;br /&gt;
&lt;br /&gt;
Once ADVENT MECs have appeared, autopsy one as a priority to get the Mark 2 Gremlin, which offers substantial improvements to most things that a Specialist can do.&lt;br /&gt;
&lt;br /&gt;
Combat Protocol has many beneficial situations, but should not be used as a primary offensive tool, due to its low number of uses and great utility. Use it to cancel enemy Overwatches, deal severe damage to MECs if you cannot shred their armor, and finish off entrenched units.&lt;br /&gt;
&lt;br /&gt;
Carrying a Skulljack once Skullmining has been researched provides a substantial boost to your Tech score.&lt;br /&gt;
&lt;br /&gt;
Bluescreen Rounds and EMP Grenades reduce the Tech scores of targets they damage. This can allow for easier hacking of mechanical units. Even a stunned unit that is hacked will still attract a lot of fire from the alien forces onto itself, which can turn the tide of combat.&lt;br /&gt;
&lt;br /&gt;
Haywire Protocol is best used on enemies whose destruction you can be fairly certain of if things go wrong.&lt;br /&gt;
&lt;br /&gt;
Attempting a Skulljack or Skullmine does guaranteed damage, and does not cost the unit their entire turn if it fails.&lt;br /&gt;
&lt;br /&gt;
Consider when hacking the negatives of failure. It&#039;s better to take riskier hacks on guaranteed hacks like transport doors or item chests, rather than lampposts.&lt;br /&gt;
&lt;br /&gt;
Triggering alien groups to investigate your position as a result of failed hacks can actually be a good way to lead them into an overwatch trap.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>MarqFJA87</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=63971</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=63971"/>
		<updated>2015-04-12T19:57:48Z</updated>

		<summary type="html">&lt;p&gt;MarqFJA87: &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;
It doesn&#039;t really matter from where or how you examine the entire Long War roster of Soldiers -aka Troopers.&lt;br /&gt;
&lt;br /&gt;
All you will find is a very tight group of incredibly talented and skilled people from all over the world.&lt;br /&gt;
Sure, they all have to go through horrific encounters with the Alien invaders. Fighting their ways back to the SkyRanger for swift extractions -- many times over. Returning to XCom-HQ for debriefing and possibly hard earned promotions.&lt;br /&gt;
&lt;br /&gt;
Some will die, others will even live to assault the alien Temple Ship where a volunteer should be able to help defeat some monstruous creature and its closeby group of cyber-bio-freako thugs.&lt;br /&gt;
&lt;br /&gt;
* Such rare military potential can be turned into amazing capacities; namely, Psionic minds or Cybernetic killing machines.&lt;br /&gt;
&lt;br /&gt;
* All of them heading for a variety of Ranks &amp;amp; Classes, with Perk driven abilities.&lt;br /&gt;
&lt;br /&gt;
* A few might somehow get as high as Officers.&lt;br /&gt;
&lt;br /&gt;
Indeed - Like a precious blue Marble in space, planet &#039;&#039;&#039;Earth&#039;&#039;&#039; is in extremely capable hands and well trained at that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Luck&#039;&#039;&#039; &#039;&#039;Commanders&#039;&#039;, you&#039;ll need it!&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 push a soldier out while fatigued if you must, but then they&#039;ll need a longer rest session afterwards that you can&#039;t skip. 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 about four full teams of soldiers (24-32), 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;
== 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;||40%||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;||70%||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;||40%||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>MarqFJA87</name></author>
	</entry>
</feed>