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	<updated>2026-05-01T08:32:29Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LWOTC)&amp;diff=108288</id>
		<title>Haven Management (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Haven_Management_(LWOTC)&amp;diff=108288"/>
		<updated>2022-06-02T14:06:25Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: /* ADVENT Infiltrators */ Typo fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
Havens are the basis of resistance activity for XCOM and is where you asign your rebels jobs in order to complete various tasks.&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
Resistance personnel can be assigned jobs from either the geoscape tower icon or the commander&#039;s quarters of the Avenger. Personnel represent resistance members and are not soldiers. they will only fight in specific types of battles involving the haven. The personnel can be assigned one of four jobs:&lt;br /&gt;
* Intel: generate a small amount of the intel resource and discover missions in the region. Intel will reveal advent activities, they are always here, you just do not know about them yet&lt;br /&gt;
* Supplies: generate supplies resources which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new resistance rebels, soldiers, scientists, and engineers. Rebels will immediately be available for work when discovered while soldiers will become available in the recruitment list aboard the Avenger. Through recruitment activities there is a 67% chance that new recruits will be haven rebels and 33% chance that they will be soldiers available for recruitment. Once a haven has 13 rebels, it changes to approximately 20% chance of rebels and 80% chance for soldiers. If the area is liberated, you get a 3% chance for scientists and 3% chance for engineers.&lt;br /&gt;
* Hidden: perform no production, this doesn&#039;t help reduce the ADVENT strength(Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
You can have up to 13 haven personnel actively assigned, any more personnel in the haven will automatically be hidden an cannot be assigned. They can be used as a buffer for retaliation&lt;br /&gt;
&lt;br /&gt;
When Resistance personnel switch jobs, they will be ineffective for 24 hours.&lt;br /&gt;
&lt;br /&gt;
Resistance personnel can also be acquired as mission rewards. Personnel can gain up to two ranks indicated by zero, one, or two stars next to their names. Rebels rank up based on the amount of days they were at the haven, requiring a minimum of 21 days for 1 star and an additional minimum  42 days for 2 stars. Once they are present for at least the given time, they have a 10%/5% chance for each respective rank to promote after some interval. Each rank grants a +50% bonus to their effectiveness and grants them two soldier perks that makes them more effective in combat during raids.&lt;br /&gt;
&lt;br /&gt;
== XCom Liaison ==&lt;br /&gt;
One XCom soldier, scientist, or engineer can be assigned as an liaison to a region by clicking the box in the upper left of the management screen. Having a region liberated and having a radio tower each increase efficiency by another 20% in that region (the two bonuses will stack).&lt;br /&gt;
* Soldiers: boost the recruitment action and are the only way to discover ADVENT infiltrators. The higher their rank and any officer rankings they have will increase their effectiveness in boosting the recruit job and in hunting faceless. The soldier will also be available on all retaliations along with any equipment they currently have. There is an additional bonus to recruitment based on how many rebels are in the haven if the total population is less than 6 and will only recruit rebels. This serves as a method to recovering a loss haven.&lt;br /&gt;
* Scientists: boosts intel jobs by 20%.&lt;br /&gt;
* Engineer: boosts supply jobs by 20%.&lt;br /&gt;
&lt;br /&gt;
== ADVENT Infiltrators ==&lt;br /&gt;
New resistance personnel can be ADVENT infiltrators, the only indication that this is the case is an &amp;quot;unknown cause&amp;quot; penalty to your monthly supply reward. A higher ranked rebel does not mean it isn&#039;t a faceless. Faceless infiltrators will steal 20% of the supplies generated in each haven, per faceless in that haven. The amount of faceless cannot be more than a third of the total haven population (ex. there can&#039;t be more than 4 Faceless in a haven of 12 rebels). &lt;br /&gt;
&lt;br /&gt;
On recruiting a new rebel, there&#039;s a base 16% chance that the rebel is a faceless infiltrator. This chance is doubled with the [[Dark_Events_(LW2)#Counterinsurgency_Ops|Haven Infiltrator Dark Event]] active, and reduced by 40% &#039;&#039;each&#039;&#039; if the soldier liaison is a [[Specialist_(LW2)|Specialist]] with [[Perk_List_(LW2)#Scanning_Protocol|Scanning Protocol]], a [[Psi Operative (LW2)|Psi Operative]] with [[Perk_List_(LW2)#Mind_Merge|Mind Merge]], or has a [[Equipment_(LW2)#Grenades|Battle Scanner]] equipped. This reduction is multiplicative and thus will have diminishing returns. This reduction also applies to recruiting rebels through other means such as jailbreaks.&lt;br /&gt;
&lt;br /&gt;
Assigning a soldier liaison to a haven will eventually reveal the infiltrators and initiate a rendezvous mission to eliminate them, but higher rank soldiers, [[Officers_(LW2)|Officers]] and [[Psi Operative (LW2)|Psi Operatives]] will increase the speed at which they are revealed. This mission is not required to complete in order to remove faceless from the haven as their cover is now blown, this is more an opportunity to strike back at advent and loot their corpses.&lt;br /&gt;
&lt;br /&gt;
Finishing a rendezvous mission does not necessarily mean all faceless in the region have successfully been eliminated. The amount of faceless that can be present on a given rendezvous is based on the local [[ADVENT%27s_Agenda_(LWOTC)#Force_Level|Force Level]] and is shown in the mission brief.&lt;br /&gt;
&lt;br /&gt;
Changing your liason does not reset progress in detecting any faceless (per xwynns)[https://www.youtube.com/watch?v=3Tjd2Z2wgd0&amp;amp;feature=youtu.be&amp;amp;t=31m54s]&lt;br /&gt;
&lt;br /&gt;
== ADVENT Retaliations ==&lt;br /&gt;
As the resistance grows stronger and more organized in a region, ADVENT will eventually notice the rebel&#039;s actions and try to stop them. They will engage in a number of operations called Retaliations against groups of rebels or even the entire haven. It&#039;s up to XCom to defend them as even when they are armed, simple rebels are no match to ADVENT forces.&lt;br /&gt;
Retaliations can be either :&lt;br /&gt;
* &#039;&#039;&#039;Full retaliations&#039;&#039;&#039; Those target an entire Haven. Ignoring or totally failing a Full Retaliation will lead to all your rebels in the region being killed and the haven being empty. It&#039;s possible to prevent those missions as there will always be a Destroy the Relay mission with &amp;quot;Prevent Resistance Data Leak&amp;quot; as reward before the actual retaliation. Winning that mission will prevent the Retaliation completely and ensure the haven is safe. If you can&#039;t respond to the Retaliation or lose all your rebels during it&#039;s course it&#039;s still possible (but slow) to rebuild a Haven by using a soldier liaison to recruit new rebels.&lt;br /&gt;
* &#039;&#039;&#039;Mini retaliations&#039;&#039;&#039; (also called Raids) will target a specific job and all Rebels doing the job. Depending on the targeted activity the advisor may also show up in the mission but only soldier advisors will ever be armed. Ignoring a mini-retaliation will kill all rebels on that particular job and that job will be unavailable for 21 days. The advisor will also die if he was supposed to be in the mission. It&#039;s possible to attempt and fail a mission without loosing the rebels (especially for Intel Raids), in this case the job will still be locked for the same duration.&lt;br /&gt;
Both mini and full retaliations require a minimum [[Advent%27s_Agenda_(LW2)#Alert_Level|Alert Level]] and active rebels count before they trigger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ADVENT&lt;br /&gt;
Retaliation&lt;br /&gt;
! Required&lt;br /&gt;
[[ADVENT%27s_Agenda_(LWOTC)#Strength_Level|Strength Level]]&lt;br /&gt;
! Required&lt;br /&gt;
[[ADVENT%27s_Agenda_(LWOTC)#Vigilance_Level|Vigilance Level]]&lt;br /&gt;
! Min Rebels on duty&lt;br /&gt;
(see notes)&lt;br /&gt;
! Affected Advisor&lt;br /&gt;
! Mission&lt;br /&gt;
|-&lt;br /&gt;
| Full Retaliation&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| All&lt;br /&gt;
| Haven Defense&lt;br /&gt;
Terror&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Scientist&lt;br /&gt;
| Protect the datatap&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3&lt;br /&gt;
| Soldier / Engineer&lt;br /&gt;
| Protect Supply Convoy&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| Soldier&lt;br /&gt;
| Escort Recruiters&lt;br /&gt;
|}&lt;br /&gt;
Notes :&lt;br /&gt;
* Full Retaliations evaluates the rebels on every job(except hiding job) while mini retaliations only consider rebels doing that particular job (so 6+ rebels on intel will never trigger a supply raid).&lt;br /&gt;
* Full retaliations also has an additional requirement in order to occur. The haven population must be at lesat 5 in order for the attack to launch meaning that a haven with only 4 rebels will never get attacked regardless of the number of rebels on duty (this does not mean they can&#039;t be raided).&lt;br /&gt;
* Faceless &amp;quot;rebels&amp;quot; reduce the minimal rebel on duty count required in order to trigger a retaliation to an absolute minimum of three. This means that 3 faceless &amp;quot;rebels&amp;quot; can trigger a recruit raid.&lt;br /&gt;
&lt;br /&gt;
=== Rebel Loadouts ===&lt;br /&gt;
During mini retaliations (raids) and rendezvous, rebels are equipped with weaponry to aid soldiers in combat. Rebels have a random chance to receive weapon tech based on approximately 1 tech level below the highest weapon tech XCOM has researched (but also requires all previous tech to have been researched as well). Example, if XCOM has researched up to advanced magnetics, then rebels have a random chance to carry laser weapons during missions where they are armed. Rebels also receive a guaranteed HP bonus based on the armor tech XCOM has researched, gaining an additional +2 HP with predator armor and another +3 HP with powered armor (total +5 HP). &lt;br /&gt;
The rebels randomly gain one of the following loadouts during missions they are armed:&lt;br /&gt;
* 60% chance to carry a rifle, a frag grenade, and a flashbang grenade.&lt;br /&gt;
* 20% chance to carry a smg, a frag grenade, and a smoke grenade.&lt;br /&gt;
* 20% chance to carry a shotgun, a frag grenade, and a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
== Liberated Regions ==&lt;br /&gt;
&lt;br /&gt;
Once a haven has been liberated, it instantly destroys up to 5 Advent Legions/Strength present in the region with any excess transferring to adjacent regions, all regions in the world gain 1 vigilance with adjacent regions gaining another point, stops generating new missions and any current missions underway in the region and grants any currently infiltrating missions in that region a +50% bonus to infiltration but must be launched or aborted. &lt;br /&gt;
&lt;br /&gt;
This means that there is no chance of any retaliation missions happening (and you can put all of your rebels on a given mission). Additionally, any current missions underway will instantly stop meaning it can cancel any dark events being researched in the region and stops any current retaliations in the region upon liberation. Haven Invasions will happen if Advent reinforces the Advent Strength to 8 onto an adjacent region. You can prevent invasion by detecting the first step of invasion(Supply Line Raid) on the liberated region before the invasion. This cannont occur on newly liberated regions until after 21 days has passed.&lt;br /&gt;
&lt;br /&gt;
All jobs in liberated regions have a 20% bonus. After a certain time period, liberated regions will begin to produce 50% of the supplies they originally produced, this is to simulate the effects of running out of material to scavenge. Each region will have a random amount of set supplies (between 2000 and 3000) with your starting region having 2500 supplies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=107217</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=107217"/>
		<updated>2022-04-18T13:56:26Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: /* Bonds */ Mentioned that you can also break bonds by dismissing soldiers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens your squad will be reinforced by the Advisor assigned to them and in some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment and are generally stronger, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
There is a limit of two heroes per faction and requires higher influence in order to recruit additional soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruit by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are less than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is the number of aliens present at the start of the mission, divided equally among soldiers on the mission, with a minimum of 3 soldiers.. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed. Kill XP is granted up to the amount of enemies present at the beginning of the mission. For example, if a mission started with 8 enemies, Kill XP is granted up to 8 kills regardless of whether the kills come from the pre-set enemies or from reinforcements.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependant on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion starting at Lcpl (7 ranks to gain AP in total) : 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
** Heroes Gain additional AP to spend on their base perks as they also require AP to learn. This also means it is optional to skip a tree perk to save AP and instead spend it on XCOM row perks instead. In addition to this, Heroes total AP gain based on their Combat Intelligenece is slightly higher than that of standard soldiers but the AP gain per rank is not linear and rather most of which are granted in the higher ranks. Shown below is the AP gain per rank per Combat Intelligence and its total for use on XCOM Perks and the base cost for main tree perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Surplus AP Per Rank&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 6&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 8&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 9&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;5&amp;quot;; | Total Surplus AP&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:AP_VeryLow.png|36px|VeryLowComInt|link=]]&amp;lt;br/&amp;gt;Very Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 29&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 31&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_low.png|36px|LowComInt|link=]]&amp;lt;br/&amp;gt;Low&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 19&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 35&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 39&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_average.png|36px|AverageComInt|link=]]&amp;lt;br/&amp;gt;Average&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 49&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:ap_high.png|36px|HighComInt|link=]]&amp;lt;br/&amp;gt;High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 37&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 58&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:ap_veryhigh.png|36px|VeryHighComInt|link=]]&amp;lt;br/&amp;gt;Very High&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 41&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 56&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 66&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | Base Perk Cost&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 11&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 30&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized startig stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats and have differences over normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&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 Mobility or Health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. The total of &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die (or be permanently dismissed from the barracks). If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Resistance Ring (LWOTC)#Covert_Actions|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use, requires line of sight to their bondmate and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Resistance Ring (LWOTC)#Covert Actions|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement. This ability still requires to have line of sight to their bondmate&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the AWC. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Holo_Targeting_(LWOTC)&amp;diff=105937</id>
		<title>Template:Holo Targeting (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Holo_Targeting_(LWOTC)&amp;diff=105937"/>
		<updated>2022-01-29T08:49:27Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Holo Targeting now grants +15 aim, not +10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- NOTICE TO EDITORS: For the sake of future maintainability, please do not remove parameters nor rearrange them. This will make it easier in future to update this template using a bot and regular expressions if necessary.&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;{{Ability_(LW2)&lt;br /&gt;
  | s_image   = UIPerk_holotargeting.png&lt;br /&gt;
  | s_caption = Holo Targeting&lt;br /&gt;
  | s_link    = Perk_List_(LWOTC)#Holo Targeting&lt;br /&gt;
  | s_name    = [[Perk_List_(LWOTC)#Holo Targeting|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;Holo Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
  | s_descr   = Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad&#039;s aim by +15 against this target.&lt;br /&gt;
  | s_id      = Holo Targeting&lt;br /&gt;
  | s_templateName = Template:Holo Targeting (LWOTC)&lt;br /&gt;
  | b_name = {{{ b_name | {{Ability (LW2)/Constants | b_NAME }} }}}&lt;br /&gt;
  | b_descr = {{{ b_descr | {{Ability (LW2)/Constants | b_DESCR }} }}}&lt;br /&gt;
  | b_info = {{{ b_info | {{Ability (LW2)/Constants | b_INFO }} }}}&lt;br /&gt;
  | b_table = {{{ b_table | {{Ability (LW2)/Constants | b_TABLE }} }}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWOTC)]]&lt;br /&gt;
[[Category: Templates (LWOTC)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=105911</id>
		<title>Missions (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=105911"/>
		<updated>2022-01-25T19:06:47Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: /* Liberation Missions */ Re-added the &amp;quot;Concealed Start&amp;quot; part for Liberation 1.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity Level refers to the quantity of enemies deployed on a map. Activity Level is calculated as (Enemy Units - 4)/3, and described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity Level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, Enemy Activity Level will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level !! Number of Enemy Units !! Activity Level !! Number of Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|7-9&lt;br /&gt;
|Swarming+&lt;br /&gt;
|37-39&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|Swarming++&lt;br /&gt;
|40-42&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|Swarming+++&lt;br /&gt;
|43-45&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|Swarming++++&lt;br /&gt;
|46-48&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|Swarming+++++&lt;br /&gt;
|49-51&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|Swarming++++++&lt;br /&gt;
|52-54&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|Swarming+++++++&lt;br /&gt;
|55-57&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|Swarming++++++++&lt;br /&gt;
|58-60&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|Ludicrous&lt;br /&gt;
|61+&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34-36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||No||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission will not yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will also not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region. The liberation missions 1 to 3 are clearly marked with the word &amp;quot;Liberation&amp;quot; (which was not the case in LW2).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
It should be noted that while Smash N Grab missions list Enemy Material as their reward, they no longer allow the collection of corpses from the battlefield. Unlike the five missions listed above, material recovered from Smash N Grabs is not dependent on the state of the battlefield, only on the number of Advent Resource Caches successfully retrieved. The Resource Caches can provide alloys, elerium, elerium cores, or supplies, but not corpses.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWOTC)&amp;diff=105868</id>
		<title>Weapons (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWOTC)&amp;diff=105868"/>
		<updated>2022-01-22T12:44:51Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Minor wording changes and additions. Also changed the amount of required weapon upgrades to start fabricating them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}[[File: Soldiers_Weapons_Long_War.png|left|192px|]]As with [[Long War|Long War 1]], Long War 2 makes some changes to the weapons available to XCOM:&lt;br /&gt;
* 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.&lt;br /&gt;
* Secondary weapons are unique and tied to each class.&lt;br /&gt;
* Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the [[Technical (LW2)|Technical]] class secondary weapon. In turn, Technicals can&#039;t equip the rest of heavy weapons.&lt;br /&gt;
* The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.&lt;br /&gt;
&lt;br /&gt;
Note that while weapons don&#039;t have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have [[Perk_List_(LW2)#Squadsight|Squadsight]] they can only shoot (and will only get the range modifier) up to 17 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Weapon Tiers ==&lt;br /&gt;
[[File:XCOM2 TECH Modular Weapons.png|x64px|left]]&lt;br /&gt;
=== Conventional === &lt;br /&gt;
The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.&lt;br /&gt;
&lt;br /&gt;
[[File:LW TECH LaserWeapons.png|x64px|left]]&lt;br /&gt;
=== Laser ===&lt;br /&gt;
The first upgraded weapons XCOM can research provide a &#039;&#039;+5 aim&#039;&#039; innate bonus in addition to higher base damage.&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2 TECH Magnetized Weapons.png|x64px|left]]&lt;br /&gt;
=== Magnetic ===&lt;br /&gt;
The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.&lt;br /&gt;
&lt;br /&gt;
[[File:LW TECH CoilWeapons.png|x64px|left]]&lt;br /&gt;
=== Coilgun ===&lt;br /&gt;
The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2 TECH PlasmaRifle.png|x64px|left]]&lt;br /&gt;
=== Plasma ===&lt;br /&gt;
The final tier of weapons need an Elerium Core to build but they boast the highest damage, and any enemy hit by plasma weapons will rupture the target, taking 1 additional damage from any other damage sources.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Submachine Guns ===&lt;br /&gt;
SMG-type weapons can be used by most classes. They do lower damage than assault rifles and have more falloff at range, but increase mobility and more accurate at close range. They also slightly decrease infiltration time for the soldier carrying them.&lt;br /&gt;
{{SMGs (LWOTC)}}&lt;br /&gt;
{{Range (LWOTC)/Midshort}}&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for [[Gunner (LW2)|Gunners]] and [[Sharpshooter (LW2)|Sharpshooters]] and the heroes. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
{{Assault Rifles (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Cannons ===&lt;br /&gt;
Cannons are the only weapon available to [[Gunner (LW2)|Gunners]], automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
{{Cannons (LW2)}}&lt;br /&gt;
{{Range (LW2)/LMG All}}&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War 2. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.&lt;br /&gt;
{{Shotguns (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
Sniper Rifles are the only weapon available to [[Sharpshooter (LW2)|Sharpshooters]]. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.&lt;br /&gt;
{{Sniper Rifles (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Long Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Bolt Caster ===&lt;br /&gt;
The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can&#039;t be modified with weapon upgrades.&lt;br /&gt;
{{Assault Rifles DLC 2(LW2)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== SPARK Rifles ===&lt;br /&gt;
SPARK Rifles are the weapons wielded by [[SPARK (LW2)|SPARKs]]. They have the highest damage of all primary weapons, but only 3 tiers are available. Unlike other primary weapons, these can&#039;t be modified with weapon upgrades.&lt;br /&gt;
{{SPARK Rifles (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Bullpups ===&lt;br /&gt;
Bullpups are the weapons wielded by [[Skirmisher (LWOTC)|Skirmishers]]. They act similar to smgs having lower damage than an assault rifle and less accurate at longer range but having a bonus to mobililty, infiltration time, and aim at closer range.&lt;br /&gt;
{{Bullpups (LWOTC)}}&lt;br /&gt;
{{Range (LWOTC)/Midshort}}&lt;br /&gt;
&lt;br /&gt;
=== Vektor Rifles ===&lt;br /&gt;
Vektor rifles are the weapons wielded by [[Reaper (LWOTC)|Reapers]]. It serves as a marksman rifle being more accurate than an assault rifle and still effective slightly beyond visual range but having slight penalties at close range. Although they have the same base damage as a rifle, they are far more lethal when scoring a critical hit.&lt;br /&gt;
{{Vektor Rifles (LWOTC)}}&lt;br /&gt;
{{Range (LWOTC)/Midlong}}&lt;br /&gt;
&lt;br /&gt;
=== Templar Gauntlet ===&lt;br /&gt;
Templar gauntlets are the weapons wielded by [[Templar (LWOTC)|Templars]]. Unlike all other soldiers who wield some sort of firearm as a primary, templars is more melee-oriented, closing in on enemies to strike at.&lt;br /&gt;
{{Templar Gauntlet (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
[[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]]&lt;br /&gt;
&lt;br /&gt;
The Pistol is now a dedicated slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
{{Pistols (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Shadowkeeper ===&lt;br /&gt;
The Shadowkeeper is a unique weapon from the Alien Hunters DLC, with only one available per campaign. This pistol has slightly more average damage than normal pistols of the same tier, very short sound range, and innate hit and crit. Furthermore, it allows a special Shadowfall shot, that cannot crit, but if it kills, puts the wielder into concealment immediately.&lt;br /&gt;
{{Pistols DLC 2 (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Autopistols ===&lt;br /&gt;
The autopistol is a different variant of the standard pistols. They have the same capabilities as a standard pistols but serves a different purpose. Autopistols trade some of their base damage and range in favor of dealing critical attacks, having a higher crit chance and crit damage.&lt;br /&gt;
{{Autopistols (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.&lt;br /&gt;
&lt;br /&gt;
=== Arc Throwers ===&lt;br /&gt;
The Arc Thrower is used by the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
{{Arc Throwers (LW2)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launchers===&lt;br /&gt;
The Grenade Launcher is used by the [[Grenadier (LWOTC)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Equipment (LWOTC)#Grenades|Grenades]] thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn&lt;br /&gt;
{{Grenade Launchers (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
=== Combat Knives ===&lt;br /&gt;
The Combat Knife is used by the [[Gunner (LWOTC)|Gunner]] class. While it is weaker than the [[Weapons (LWOTC)#Swords|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.&lt;br /&gt;
{{Combat Knives (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-Off Shotguns ===&lt;br /&gt;
The Sawed-Off Shotgun is used by the [[Ranger (LWOTC)|Ranger]] class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
{{Sawed-Off Shotguns (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Sawed Off}}&lt;br /&gt;
&lt;br /&gt;
===Holotargeters===&lt;br /&gt;
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{{Holotargeters (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Swords ===&lt;br /&gt;
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
{{Swords (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
===GREMLINs===&lt;br /&gt;
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{{GREMLINS (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Gauntlets ===&lt;br /&gt;
The Gauntlet is used by the [[Technical (LW2)|Technical]] class.&lt;br /&gt;
{{Gauntlets (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Psi Amps===&lt;br /&gt;
The Psi Amp is used by the [[Psi Operative (LW2)|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{{Psi Amps (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter&#039;s Axe ===&lt;br /&gt;
The Hunter&#039;s Axe is a unique weapon from the Alien Hunters DLC, with only one available per campaign. It can only used by the [[Shinobi (LW2)|Shinobi]] class. While its stats are not very different from regular swords, it brings an additional axe that can be thrown as a free action.&lt;br /&gt;
{{Swords DLC 2 (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== SPARK BITs ===&lt;br /&gt;
SPARK BITs are drones used by [[SPARK (LW2)|SPARKs]]. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance.&lt;br /&gt;
{{SPARK Bits (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Throwing Knives ===&lt;br /&gt;
Throwing Knives are the new secondaries of [[Reaper (LWOTC)|Reapers]]. They serve as their close range option, being more accurate and reliable up close compared to their vektor rifle. These new weapons allow the reaper to take highly aggressive positions, going deep into enemy lines, in shadow as these weapons are guaranteed to never reveal.&lt;br /&gt;
{{Throwing Knives (LWOTC)}}&lt;br /&gt;
{{Range (LWOTC)/Midshort}}&lt;br /&gt;
&lt;br /&gt;
=== Ripjack ===&lt;br /&gt;
Ripjacks are the secondaries used by [[Skirmisher (LWOTC)|Skirmishers]]. They have a built in [[Perk List (LWOTC)#Grapple_(Skirmisher)|Grapple Hook]] and can also [[Perk List (LWOTC)#Ripjack_Slash|Slash]] at any adjacent target.&lt;br /&gt;
{{Ripjack (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
There are two types of Heavy Weapons: those carried by the [[Technical (LW2)|Technical]] class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.&lt;br /&gt;
&lt;br /&gt;
The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.&lt;br /&gt;
&lt;br /&gt;
{{Heavy (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you&#039;ll be making 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
Rocket accuracy can further be increased by increasing the soldier&#039;s base aim. Modifiers based on the soldier&#039;s weapon will not effect it.&lt;br /&gt;
For example, these effect the soldier&#039;s aim in general and will boost rocket accuracy:&lt;br /&gt;
*Aim progression on stat bonuses from leveling up&lt;br /&gt;
*[[Perk_List_(LW2)|Lone Wolf]]&lt;br /&gt;
*[[Perk_List_(LW2)|Combat Fitness]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Steady Hands]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Aim (Perk)]]&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Perception]]&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Combat Rush]]&lt;br /&gt;
&lt;br /&gt;
For a counter-example, these effect effects are tied to weapons and don&#039;t effect rocket accuracy:&lt;br /&gt;
* The accuracy boost from laser weapons&lt;br /&gt;
* Weapon upgrade modules (scopes, stocks, etc)&lt;br /&gt;
* [[Equipment_(LW2)#Ammunition|Tracer rounds]]&lt;br /&gt;
* [[Equipment_(LW2)#Personal_Combat_Sims|PCS: Hyper reactive pupils]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
After researching [[Research_(LW2)#Modular_Weapons|Modular Weapons]], most primary weapons will be available for upgrading. In Long War of the Chosen, weapon upgrades can be applied, replaced and removed freely. Scopes and Laser Sights are mutually exclusive, same as Expanded Magazines and Auto Loaders.&lt;br /&gt;
&lt;br /&gt;
Weapon upgrades can be obtained from ADVENT loot drops, mission rewards, [[Covert_Actions_(LWOTC)|Covert Actions]], or bought from the Black Market. After obtaining 1 of a specific weapon upgrade, a [[Proving_Ground_(LW2)#Weapon_Upgrades|Proving Grounds project]] will become available to begin fabricating them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X&#039;&#039;, &#039;&#039;Y&#039;&#039; and &#039;&#039;Z&#039;&#039; in the &amp;quot;Effect&amp;quot; column of the table below refer to the first, second and third numerical values in the &amp;quot;Effect Value&amp;quot; column.&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;
! Mod !! Effect !! Tier !! Effect Value !! Supply Cost !! Black Market Value&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault OpticB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Scope]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Scope&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Adds X bonus aim to non-reaction fire shots || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +4 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +7 || 25 || 20&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +10 || 40 || 30&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault ReargripB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Hair Trigger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hair Trigger&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Adds X bonus aim to reaction fire shots  || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +4 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +7 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +10 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault LightB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Laser Sight]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Adds X critical chance bonus&amp;lt;br&amp;gt;Unlike vanilla XCOM 2, the crit chance &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; increase when the soldier is close to their target  || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +5 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +10 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +15 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault StockB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Stock]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stock&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Grants the Steady Weapon ability&amp;lt;br&amp;gt;The ability grants +X aim and crit to the next shot taken after steadying, assuming no other actions are taken in-between&amp;lt;br&amp;gt;It costs 1 action point and is turn-ending || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +15 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +20 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +25 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault MagB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Expanded Magazine]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Expanded Magazine&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Adds X ammo capacity  || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +1 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +2 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +3 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault MagD.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Auto Loader]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Auto Loader&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Grants X reloads which don&#039;t cost an action point (Free Reloads)&amp;lt;br&amp;gt;Normal reloads cannot be performed while the soldier has any Free Reloads remaining  || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +1 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +2 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +3 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault SuppressorB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Suppressor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Reduces the soldier&#039;s impact on infiltration time by X, and reduces their weapon&#039;s sound range by Y meters (Z tiles) || &#039;&#039;&#039;Basic&#039;&#039;&#039; &lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;| 15%, 5 (3.33) || 15 || 10&lt;br /&gt;
|-style=&amp;quot;white-space:nowrap&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| 20%, 8 (5.33) || 25 || 20&lt;br /&gt;
|- style=&amp;quot;white-space:nowrap&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| 25%, 11 (7.33) || 40 || 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (LWOTC)| ]]&lt;br /&gt;
[[Category:Arsenal (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWOTC)&amp;diff=105867</id>
		<title>Weapons (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWOTC)&amp;diff=105867"/>
		<updated>2022-01-22T12:37:22Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Reworded some upgrade descriptions to make them more clear and added extra info. Also removed the bit about Laser Sights granting a bonus up close, which isn&amp;#039;t true.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}[[File: Soldiers_Weapons_Long_War.png|left|192px|]]As with [[Long War|Long War 1]], Long War 2 makes some changes to the weapons available to XCOM:&lt;br /&gt;
* 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.&lt;br /&gt;
* Secondary weapons are unique and tied to each class.&lt;br /&gt;
* Rocket Launchers and Flamethrowers are no longer equippable as heavy weapons, they are now part of the [[Technical (LW2)|Technical]] class secondary weapon. In turn, Technicals can&#039;t equip the rest of heavy weapons.&lt;br /&gt;
* The Pistol is now an auxiliary weapon available for any soldier, equipped in their Utility slots.&lt;br /&gt;
&lt;br /&gt;
Note that while weapons don&#039;t have a maximum range, soldiers have a limited sight range of 17 tiles, so unless they have [[Perk_List_(LW2)#Squadsight|Squadsight]] they can only shoot (and will only get the range modifier) up to 17 tiles away.&lt;br /&gt;
&lt;br /&gt;
== Weapon Tiers ==&lt;br /&gt;
[[File:XCOM2 TECH Modular Weapons.png|x64px|left]]&lt;br /&gt;
=== Conventional === &lt;br /&gt;
The weapons XCOM starts with, they are unlimited in supply and have no special properties. Every default weapon is at this tier.&lt;br /&gt;
&lt;br /&gt;
[[File:LW TECH LaserWeapons.png|x64px|left]]&lt;br /&gt;
=== Laser ===&lt;br /&gt;
The first upgraded weapons XCOM can research provide a &#039;&#039;+5 aim&#039;&#039; innate bonus in addition to higher base damage.&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2 TECH Magnetized Weapons.png|x64px|left]]&lt;br /&gt;
=== Magnetic ===&lt;br /&gt;
The original second tier has been bumped up the tech tree with more damage but otherwise no special properties.&lt;br /&gt;
&lt;br /&gt;
[[File:LW TECH CoilWeapons.png|x64px|left]]&lt;br /&gt;
=== Coilgun ===&lt;br /&gt;
The fourth tier of weapons are significantly more expensive to build, but in addition they ignore 1 point of armor, making them valuable against armored targets.&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2 TECH PlasmaRifle.png|x64px|left]]&lt;br /&gt;
=== Plasma ===&lt;br /&gt;
The final tier of weapons need an Elerium Core to build but they boast the highest damage, and any enemy hit by plasma weapons will rupture the target, taking 1 additional damage from any other damage sources.&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Submachine Guns ===&lt;br /&gt;
SMG-type weapons can be used by most classes. They do lower damage than assault rifles and have more falloff at range, but increase mobility and more accurate at close range. They also slightly decrease infiltration time for the soldier carrying them.&lt;br /&gt;
{{SMGs (LWOTC)}}&lt;br /&gt;
{{Range (LWOTC)/Midshort}}&lt;br /&gt;
&lt;br /&gt;
=== Assault Rifles ===&lt;br /&gt;
Assault Rifles are the default primary weapon of XCOM soldiers, and can be used by any class save for [[Gunner (LW2)|Gunners]] and [[Sharpshooter (LW2)|Sharpshooters]] and the heroes. Extremely versatile and &amp;quot;middle of the road&amp;quot; in every way.&lt;br /&gt;
{{Assault Rifles (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Cannons ===&lt;br /&gt;
Cannons are the only weapon available to [[Gunner (LW2)|Gunners]], automatic rifleman specialist trained in using light machine gun or squad automatic weapon as part of a fireteam. They have higher damage compared to rifles, and larger clips. They suffer penalties at very short range, but nowhere near the extent that sniper rifles do.&lt;br /&gt;
{{Cannons (LW2)}}&lt;br /&gt;
{{Range (LW2)/LMG All}}&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
Shotguns can be equipped by most soldiers in Long War 2. [[Assault (LW2)|Assault]] soldiers have several perks specialising in them. They have higher damage than rifles, innate critical chance, high aim bonuses at short range but significant penalties at long range, making it necessary to get close.&lt;br /&gt;
{{Shotguns (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper Rifles ===&lt;br /&gt;
Sniper Rifles are the only weapon available to [[Sharpshooter (LW2)|Sharpshooters]]. Sniper rifles have higher damage than rifles and innate critical chance, but they suffer aim penalties at short range and at extreme ranges when used with Squadsight.&lt;br /&gt;
{{Sniper Rifles (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Long Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Bolt Caster ===&lt;br /&gt;
The Bolt Caster is a unique weapon from the Alien Hunters DLC, with only one available per campaign. While it counts as an assault rifle, it has higher damage, aim and crit bonuses, shreds 1 armor and has a 20% chance to stun on a hit, which becomes 30% on Alien Rulers. As a counterbalance, it has only 1 shot available before having to reload, and it can&#039;t be modified with weapon upgrades.&lt;br /&gt;
{{Assault Rifles DLC 2(LW2)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== SPARK Rifles ===&lt;br /&gt;
SPARK Rifles are the weapons wielded by [[SPARK (LW2)|SPARKs]]. They have the highest damage of all primary weapons, but only 3 tiers are available. Unlike other primary weapons, these can&#039;t be modified with weapon upgrades.&lt;br /&gt;
{{SPARK Rifles (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Bullpups ===&lt;br /&gt;
Bullpups are the weapons wielded by [[Skirmisher (LWOTC)|Skirmishers]]. They act similar to smgs having lower damage than an assault rifle and less accurate at longer range but having a bonus to mobililty, infiltration time, and aim at closer range.&lt;br /&gt;
{{Bullpups (LWOTC)}}&lt;br /&gt;
{{Range (LWOTC)/Midshort}}&lt;br /&gt;
&lt;br /&gt;
=== Vektor Rifles ===&lt;br /&gt;
Vektor rifles are the weapons wielded by [[Reaper (LWOTC)|Reapers]]. It serves as a marksman rifle being more accurate than an assault rifle and still effective slightly beyond visual range but having slight penalties at close range. Although they have the same base damage as a rifle, they are far more lethal when scoring a critical hit.&lt;br /&gt;
{{Vektor Rifles (LWOTC)}}&lt;br /&gt;
{{Range (LWOTC)/Midlong}}&lt;br /&gt;
&lt;br /&gt;
=== Templar Gauntlet ===&lt;br /&gt;
Templar gauntlets are the weapons wielded by [[Templar (LWOTC)|Templars]]. Unlike all other soldiers who wield some sort of firearm as a primary, templars is more melee-oriented, closing in on enemies to strike at.&lt;br /&gt;
{{Templar Gauntlet (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Weapons==&lt;br /&gt;
=== Pistols ===&lt;br /&gt;
[[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]]&lt;br /&gt;
&lt;br /&gt;
The Pistol is now a dedicated slot item and can be equipped on any soldier. Pistol related perks are trainable in the Advanced Warfare Center. Officers also have a few abilities related to pistols, including the ability to give one to a civilian ally.&lt;br /&gt;
{{Pistols (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Shadowkeeper ===&lt;br /&gt;
The Shadowkeeper is a unique weapon from the Alien Hunters DLC, with only one available per campaign. This pistol has slightly more average damage than normal pistols of the same tier, very short sound range, and innate hit and crit. Furthermore, it allows a special Shadowfall shot, that cannot crit, but if it kills, puts the wielder into concealment immediately.&lt;br /&gt;
{{Pistols DLC 2 (LW2)}}&lt;br /&gt;
{{Range (LW2)/Midshort Conventional}}&lt;br /&gt;
&lt;br /&gt;
=== Autopistols ===&lt;br /&gt;
The autopistol is a different variant of the standard pistols. They have the same capabilities as a standard pistols but serves a different purpose. Autopistols trade some of their base damage and range in favor of dealing critical attacks, having a higher crit chance and crit damage.&lt;br /&gt;
{{Autopistols (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Short Conventional}}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons are available only to [[Soldiers (LW2)|Soldier]] classes. These weapons require specific training and each Soldier class can use only one type of special weapon.&lt;br /&gt;
&lt;br /&gt;
=== Arc Throwers ===&lt;br /&gt;
The Arc Thrower is used by the [[Assault (LW2)|Assault]] class. They do no damage, but will stun organic enemies if it hits. Importantly, it has normal range penalties, giving a shotgun equipped Assault an option to use at range.&lt;br /&gt;
&lt;br /&gt;
Perks allow the Arc Thrower to deal armour-ignoring damage to mechanical enemies (MECs, Drones) and reduce their hack defense.&lt;br /&gt;
{{Arc Throwers (LW2)}}&lt;br /&gt;
{{Range (LW2)/Medium Conventional}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launchers===&lt;br /&gt;
The Grenade Launcher is used by the [[Grenadier (LWOTC)|Grenadier]] class. They provide extended range and blast radius bonuses over [[Equipment (LWOTC)#Grenades|Grenades]] thrown by other classes, and grenades launched by these do not suffer the cooldown preventing other classes from using grenades every turn&lt;br /&gt;
{{Grenade Launchers (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
=== Combat Knives ===&lt;br /&gt;
The Combat Knife is used by the [[Gunner (LWOTC)|Gunner]] class. While it is weaker than the [[Weapons (LWOTC)#Swords|Sword]], this melee weapon is highly accurate and has a higher innate chance to crit.&lt;br /&gt;
{{Combat Knives (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
=== Sawed-Off Shotguns ===&lt;br /&gt;
The Sawed-Off Shotgun is used by the [[Ranger (LWOTC)|Ranger]] class. It deals colossal damage at close range, especially if both barrels are used at once, but has extreme accuracy penalties beyond a few tiles. These shotguns cannot be reloaded.&lt;br /&gt;
{{Sawed-Off Shotguns (LWOTC)}}&lt;br /&gt;
{{Range (LW2)/Sawed Off}}&lt;br /&gt;
&lt;br /&gt;
===Holotargeters===&lt;br /&gt;
The Holotargeter is used by the [[Sharpshooter (LW2)|Sharpshooter]] class. Holotargeters have squadsight range and apply an aim bonus to any targeted enemies. The Sharpshooter can specialize in various skills to augment the Holotargeter with additional bonuses and allow targeting of multiple enemies in a single turn.&lt;br /&gt;
{{Holotargeters (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Swords ===&lt;br /&gt;
The Sword is used by the [[Shinobi (LW2)|Shinobi]] class.&lt;br /&gt;
{{Swords (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
===GREMLINs===&lt;br /&gt;
The GREMLIN is used by the [[Specialist (LW2)|Specialist]] class. These little robots provide electronic warfare and logistical combat support, such as remote hacking and healing, and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{{GREMLINS (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Gauntlets ===&lt;br /&gt;
The Gauntlet is used by the [[Technical (LW2)|Technical]] class.&lt;br /&gt;
{{Gauntlets (LW2)}}&lt;br /&gt;
&lt;br /&gt;
===Psi Amps===&lt;br /&gt;
The Psi Amp is used by the [[Psi Operative (LW2)|Psi Operative]] class. They are used for all psionic attacks.&lt;br /&gt;
{{Psi Amps (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter&#039;s Axe ===&lt;br /&gt;
The Hunter&#039;s Axe is a unique weapon from the Alien Hunters DLC, with only one available per campaign. It can only used by the [[Shinobi (LW2)|Shinobi]] class. While its stats are not very different from regular swords, it brings an additional axe that can be thrown as a free action.&lt;br /&gt;
{{Swords DLC 2 (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== SPARK BITs ===&lt;br /&gt;
SPARK BITs are drones used by [[SPARK (LW2)|SPARKs]]. They can be used to hack targets like GREMLINs, use heavy weapons or explode at a distance.&lt;br /&gt;
{{SPARK Bits (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Throwing Knives ===&lt;br /&gt;
Throwing Knives are the new secondaries of [[Reaper (LWOTC)|Reapers]]. They serve as their close range option, being more accurate and reliable up close compared to their vektor rifle. These new weapons allow the reaper to take highly aggressive positions, going deep into enemy lines, in shadow as these weapons are guaranteed to never reveal.&lt;br /&gt;
{{Throwing Knives (LWOTC)}}&lt;br /&gt;
{{Range (LWOTC)/Midshort}}&lt;br /&gt;
&lt;br /&gt;
=== Ripjack ===&lt;br /&gt;
Ripjacks are the secondaries used by [[Skirmisher (LWOTC)|Skirmishers]]. They have a built in [[Perk List (LWOTC)#Grapple_(Skirmisher)|Grapple Hook]] and can also [[Perk List (LWOTC)#Ripjack_Slash|Slash]] at any adjacent target.&lt;br /&gt;
{{Ripjack (LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Weapons==&lt;br /&gt;
There are two types of Heavy Weapons: those carried by the [[Technical (LW2)|Technical]] class in their Gauntlet, and those used in Heavy Armor suits and SPARK BITs. Technicals cannot make use of the second even when wearing a Heavy suit, but they can carry extra ammo for their Gauntlet weapons.&lt;br /&gt;
&lt;br /&gt;
The other Heavy Weapons have a single charge and fire in a cone 25 tiles long and 12 tiles wide. XCOM has infinite Shredder Guns at their disposal, but more advanced variants have to be researched and built.&lt;br /&gt;
&lt;br /&gt;
{{Heavy (LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Rocket Scatter ===&lt;br /&gt;
Rocket scatter is calculated by making a number of aim rolls against the maximum scatter distance and applying scatter of that number of tiles in a random direction. The maximum scatter is by default 4 tiles, reduced by 2 tiles by the Fire In The Hole ability, and increased by 2 tiles if the soldier has only one action remaining.&lt;br /&gt;
&lt;br /&gt;
The aim rolls are based on the aim of the soldier, reduced by 30 if the soldier has only one action remaining, with a range penalty of 3 per tile further than 9.&lt;br /&gt;
&lt;br /&gt;
So, if your Tech has 70 Aim innately and Fire In The Hole, hasn&#039;t moved and is taking a shot at a target 14 tiles away (-15), you want 2 rolls of 55%. You have a 30% chance of a direct hit and an 80% chance of getting 1 tile or less. Not bad. On the other hand if they moved before firing, you&#039;ll be making 4 rolls of 25%. Not great odds!&lt;br /&gt;
&lt;br /&gt;
Rocket accuracy can further be increased by increasing the soldier&#039;s base aim. Modifiers based on the soldier&#039;s weapon will not effect it.&lt;br /&gt;
For example, these effect the soldier&#039;s aim in general and will boost rocket accuracy:&lt;br /&gt;
*Aim progression on stat bonuses from leveling up&lt;br /&gt;
*[[Perk_List_(LW2)|Lone Wolf]]&lt;br /&gt;
*[[Perk_List_(LW2)|Combat Fitness]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Steady Hands]]&lt;br /&gt;
*[[Advanced_Warfare_Center_(LW2)|Aim (Perk)]]&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Perception]]&lt;br /&gt;
*[[Equipment_(LW2)#Personal_Combat_Sims|PCS: Combat Rush]]&lt;br /&gt;
&lt;br /&gt;
For a counter-example, these effect effects are tied to weapons and don&#039;t effect rocket accuracy:&lt;br /&gt;
* The accuracy boost from laser weapons&lt;br /&gt;
* Weapon upgrade modules (scopes, stocks, etc)&lt;br /&gt;
* [[Equipment_(LW2)#Ammunition|Tracer rounds]]&lt;br /&gt;
* [[Equipment_(LW2)#Personal_Combat_Sims|PCS: Hyper reactive pupils]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Upgrades==&lt;br /&gt;
After researching [[Research_(LW2)#Modular_Weapons|Modular Weapons]], most primary weapons will be available for upgrading. In Long War 2 weapon upgrades can be applied, replaced and removed freely. Scopes and laser sights are mutually exclusive as is expanded magazines and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Weapon upgrades can be obtained from ADVENT loot drops, mission rewards or bought from the Black Market, and after obtaining 3 of a single upgrade, a [[Proving_Ground_(LW2)#Weapon_Upgrades|Proving Grounds project]] will be available to begin fabricating them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X&#039;&#039;, &#039;&#039;Y&#039;&#039; and &#039;&#039;Z&#039;&#039; in the &amp;quot;Effect&amp;quot; column of the table below refer to the first, second and third numerical values in the &amp;quot;Effect Value&amp;quot; column.&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;
! Mod !! Effect !! Tier !! Effect Value !! Supply Cost !! Black Market Value&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault OpticB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Scope]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Scope&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Adds X bonus aim to non-reaction fire shots || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +4 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +7 || 25 || 20&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +10 || 40 || 30&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault ReargripB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Hair Trigger]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hair Trigger&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Adds X bonus aim to reaction fire shots  || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +4 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +7 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +10 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault LightB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Laser Sight]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Adds X critical chance bonus&amp;lt;br&amp;gt;Unlike vanilla XCOM 2, the crit chance &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; increase when the soldier is close to their target  || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +5 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +10 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +15 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault StockB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Stock]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stock&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Grants the Steady Weapon ability&amp;lt;br&amp;gt;The ability grants +X aim and crit to the next shot taken after steadying, assuming no other actions are taken in-between&amp;lt;br&amp;gt;It costs 1 action point and is turn-ending || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +15 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +20 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +25 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault MagB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Expanded Magazine]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Expanded Magazine&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Adds X ammo capacity  || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +1 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +2 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +3 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault MagD.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Auto Loader]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Auto Loader&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Grants X reloads which don&#039;t cost an action point (Free Reloads)&amp;lt;br&amp;gt;Normal reloads cannot be performed while the soldier has any Free Reloads remaining  || &#039;&#039;&#039;Basic&#039;&#039;&#039; || +1 || 10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| +2 || 20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| +3 || 30 || 15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |[[File:XCOM2 ConvAssault SuppressorB.png|x64px|link=Weapons_(LW2)#Weapon Upgrades|Suppressor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#039;&#039;&#039; &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | Reduces the soldier&#039;s impact on infiltration time by X, and reduces their weapon&#039;s sound range by Y meters (Z tiles) || &#039;&#039;&#039;Basic&#039;&#039;&#039; &lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;| 15%, 5 (3.33) || 15 || 10&lt;br /&gt;
|-style=&amp;quot;white-space:nowrap&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Advanced&#039;&#039;&#039;|| 20%, 8 (5.33) || 25 || 20&lt;br /&gt;
|- style=&amp;quot;white-space:nowrap&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Elite&#039;&#039;&#039;|| 25%, 11 (7.33) || 40 || 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (LWOTC)| ]]&lt;br /&gt;
[[Category:Arsenal (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Swords_(LWOTC)&amp;diff=105866</id>
		<title>Template:Swords (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Swords_(LWOTC)&amp;diff=105866"/>
		<updated>2022-01-22T12:03:45Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Burn chance on Fusion Blade is 10% now, not 50%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name!!rowspan=&amp;quot;2&amp;quot;|[[File:LW2Damage.png|x32px|Weapon damage]]&amp;lt;br /&amp;gt;Damage !!rowspan=&amp;quot;2&amp;quot;| [[File:LW2CritDamage.png|x32px|Critical damage]]&amp;lt;br /&amp;gt;Crit Damage !!rowspan=&amp;quot;2&amp;quot;| [[File:XCOM2 Noise.png|x32px|Sound Range]]&amp;lt;br /&amp;gt;Sound Range!!rowspan=&amp;quot;2&amp;quot;| Special properties&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| [[File:XCOM2 Icon science.png|x32px|Tech Prerequisites]]&amp;lt;br&amp;gt;Prerequisites !! colspan=&amp;quot;5&amp;quot;|Cost !!rowspan=&amp;quot;2&amp;quot;|[[File:XCOM2 UIEvent blackmarket.png|x32px|Black Market Sell Value]]&amp;lt;br /&amp;gt;Black Market Value&lt;br /&gt;
|-&lt;br /&gt;
! [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]&amp;lt;br /&amp;gt;Supplies !! [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]&amp;lt;br /&amp;gt;Alloys !! [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]&amp;lt;br /&amp;gt;Elerium Crystals !! [[File:XCOM2 Inv Elerium Core.png|x32px|Elerium Cores]]&amp;lt;br /&amp;gt;Elerium Cores!! [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]&amp;lt;br /&amp;gt;Corpses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Inv Sword.png|x64px|link=Weapons_(LWOTC)#Swords |Sword]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sword&#039;&#039;&#039;&lt;br /&gt;
| 3-5 || +2 || 9 || +20 Aim&amp;lt;br&amp;gt;+10 Crit Chance&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| XCOM starts with an unlimited supply&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 MagSword.png|x64px|link=Weapons_(LWOTC)#Swords |Arc Blade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Blade&#039;&#039;&#039;&lt;br /&gt;
| 6-10 || +4 || 9 || +25 Aim&amp;lt;br&amp;gt;+15 Crit Chance&amp;lt;br&amp;gt;5% chance of stunning for 2 actions / 1 turn&lt;br /&gt;
| ADVENT Stun Lancer Autopsy || 20 || 1 || 1 || - || 1x [[ADVENT Stun Lancer (LW2)|ADVENT Stun Lancer Corpse]]||8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 BeamSword.png|x64px|link=Weapons_(LWOTC)#Swords |Fusion Blade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Fusion Blade&#039;&#039;&#039;&lt;br /&gt;
| 10-14 || +6 || 9 || +30 Aim&amp;lt;br&amp;gt;+20 Crit Chance&amp;lt;br&amp;gt;10% chance of burning for 2 turns&lt;br /&gt;
| Archon Autopsy || 35 || 2 || 3 || 1 || 1x [[Archon (LW2)|Archon Corpse]]||15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:chosen_sword.png|x64px|link=Weapons_(LWOTC)#Swords |Katana]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Katana&#039;&#039;&#039;&lt;br /&gt;
| 6-10 || +4 || 9 || +10 Aim&amp;lt;br&amp;gt;[[Perk_List_(LWOTC)#Blood_Thirst_Xcom|Blood Thirst]]&lt;br /&gt;
| Assassin Weapons || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LWOTC)&amp;diff=105355</id>
		<title>Psi Operative (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Operative_(LWOTC)&amp;diff=105355"/>
		<updated>2022-01-08T11:55:29Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: /* Ability Pre-requisites */ Made it more clear how psi perk prerequisites work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]{{Toc_(LWOTC)|26}}[[File:XCOM2 class psiop.png|center|frameless|96px|Psi Operative|link=]]&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;A mysterious new branch of study for XCOM, the Psionic Operative utilizes their mental abilities to great effect to boost their allies and cripple the will of enemies.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Overview==&lt;br /&gt;
&lt;br /&gt;
The Psi Operative in Long War of the Chosen is slightly different from the one in vanilla XCOM 2. Like in Long War 2, some abilities require other abilities to be learned as a prerequisite, but Psi Operatives now also need to gain experience to level up as other soldiers do, limiting the amount of perks that can be trained.&lt;br /&gt;
&lt;br /&gt;
Psi Operatives focus entirely on psionic abilities in their perk tree, leaving little in the matter of using regular guns. However, Psi Operatives get Quick Study, letting them train up [[Officers_(LWOTC)|Officer abilities]] faster than other soldiers. The Psi Amp lets the Psi Operative use psionic abilities, improving them and their Psi Offense stat (which is used for Insanity and Domination) as it&#039;s upgraded.&lt;br /&gt;
&lt;br /&gt;
Psi Operatives are automatically granted all abilities in the first two ranks when first trained.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary&#039;&#039;&#039;: [[Weapons_(LWOTC)#Assault_Rifles|Rifles]], [[Weapons_(LWOTC)#Submachine_Guns|SMGs]], [[Weapons_(LWOTC)#Shotguns|Shotguns]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary&#039;&#039;&#039;: [[Weapons_(LWOTC)#Psi_Amps|Psi Amp]]&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Psi Tree (LW2)&lt;br /&gt;
|Initiate1={{Soulfire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Initiate2={{Quick Study (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Subclass1=Telepath&lt;br /&gt;
|Subclass2= Resonate&lt;br /&gt;
|Acolyte1={{Insanity (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Acolyte2={{Mind Merge (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Adept1={{Soul Steal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Adept2={{Solace (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Disciple1={{Phase Walk (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Disciple2={{Fuse (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Mystic1={{Stasis (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Mystic2={{Fortress (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Warlock1={{Bastion (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Warlock2={{Null Ward (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Magus1={{Null Lance (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Magus2={{Soul Storm (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Master1={{Void Rift (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
|Master2={{Domination (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ability Prerequisites===&lt;br /&gt;
In order to obtain certain psi abilities, the Psi Operative first needs to acquire a prerequisite perk (shown with colored arrows on the diagram below):&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that abilities which are connected to &#039;&#039;multiple&#039;&#039; other abilities unlock all of them at once - for example, picking Fuse adds both Stasis and Domination to the pool of available perks for a given Psi Operative.&lt;br /&gt;
&lt;br /&gt;
==Training Time==&lt;br /&gt;
&lt;br /&gt;
Training a rookie into a Psi Operative takes 2 days in Rookie difficulty and 4 days in all others. Training a new ability takes a base number of days plus additional days based on the difference between the Psi Operative&#039;s rank and the ability&#039;s rank:&lt;br /&gt;
:Base time = 2/4/4/4 days&lt;br /&gt;
:Rank time = 6/7/8/8 days per rank difference&lt;br /&gt;
*Times are based on difficulty: Rookie/Veteran/Commander/Legend&lt;br /&gt;
&lt;br /&gt;
Each scientist staffing the Psi Lab will increase training speed by 100%, meaning the training time will be reduced by 50% with one scientist and by 66% with two.&lt;br /&gt;
&lt;br /&gt;
If a Psi Operative is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from their mission.&lt;br /&gt;
&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:130%;&amp;quot;colspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 0 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 1 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 2 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 3 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 4 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 5 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 6 }}&lt;br /&gt;
| style=&amp;quot;border-width: 0 1px 2px 0; border-color: #7dc2d2;width: 1%;&amp;quot; | {{ Rank (LW2) | 7 }}&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;4&amp;quot;; | Per Level&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Health.png|36px|Health|link=]]&amp;lt;br/&amp;gt;Health&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 1&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim|link=]]&amp;lt;br/&amp;gt;Aim&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 2&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Will.png|36px|Will|link=]]&amp;lt;br/&amp;gt;Will&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2;&amp;quot; | 0&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold; color:#d6cfef&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:LW2_Psi.png|36px|Psi Offense|link=]]&amp;lt;br/&amp;gt;Psi Offense&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; border-width: 1px 1px   2px 1px;&amp;quot; | 4&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:80%;&amp;quot;rowspan=&amp;quot;4&amp;quot;; | Total&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Health.png|36px|Health|link=]]&amp;lt;br/&amp;gt;Health&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim|link=]]&amp;lt;br/&amp;gt;Aim&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 16&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0;font-size:67%;&amp;quot; | [[File:LW2_Will.png|36px|Will|link=]]&amp;lt;br/&amp;gt;Will&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428;&amp;quot; | 10&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold; color:#d6cfef&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0; font-size:67%;&amp;quot; | [[File:LW2_Psi.png|36px|Psi Offense|link=]]&amp;lt;br/&amp;gt;Psi Offense&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 57&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 61&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;border-color: #7dc2d2; background-color: #232428; border-width: 1px 1px   2px 1px;&amp;quot; | 73&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=105300</id>
		<title>User talk:Hobbes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=105300"/>
		<updated>2022-01-02T15:06:10Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Answered various questions about LWOTC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nav Boxes==&lt;br /&gt;
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)&lt;br /&gt;
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or, if you click to edit the code: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you&#039;ve done a template, you&#039;ll have to add it to all the relevant pages by adding at the bottom the following code: &lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Aliens (EU2012)}}&amp;lt;/nowiki&amp;gt; [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)&lt;br /&gt;
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)&lt;br /&gt;
:::: NKF, could you please post here an example of wiki table markup? I&#039;m not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
:::::Sure. I&#039;ll use wiki table markup to replicate the example navbar above. Check the source. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | {{Apoc Icon}} &#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]:&#039;&#039;&#039; [[Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80&amp;quot;| &#039;&#039;&#039;The Good:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ugly:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT)  &lt;br /&gt;
&lt;br /&gt;
::: I&#039;d quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:17, 26 April 2013 (EDT)&lt;br /&gt;
:::: Might be better to use only the loading screen images on the Navbar. I&#039;ll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)&lt;br /&gt;
:::: How about something like this?&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The layout and appearance looks perfect to me, but I don&#039;t like the use of style templates within the table - guess what THEY conflict with?&lt;br /&gt;
&lt;br /&gt;
: Starting a cell with a ! instead of a | is enough to tell the wiki it&#039;s to be a header cell, there&#039;s no need to use a template for that. I&#039;ve hence modified the above table to do away with templates as an example.&lt;br /&gt;
&lt;br /&gt;
: If adding it to the map pages as a template, could I also ask for a &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag to go in as well? Doesn&#039;t actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.&lt;br /&gt;
&lt;br /&gt;
: - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 22:12, 27 April 2013 (EDT)&lt;br /&gt;
:: Just made a few more and edits and I&#039;ve moved it into [[Template: Maps Navbar (EU2012)]]. I&#039;ll add it later, along with the &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)&lt;br /&gt;
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that&#039;s for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:54, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spamming Accounts ==&lt;br /&gt;
&lt;br /&gt;
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)&lt;br /&gt;
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Undo? ==&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;haven&#039;t&#039;&#039;. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)&lt;br /&gt;
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=next&amp;amp;oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=52278&amp;amp;oldid=52277])&lt;br /&gt;
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)&lt;br /&gt;
:::That&#039;s possible as well but you get a warning that someone has edited and saved a new version of the page while you&#039;re editing. To try to avoid this situation it&#039;s better to edit the EW main page by subsections if you&#039;re only adding a couple lines of text. But since we&#039;re now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== New template / standardized words / main testing page ==&lt;br /&gt;
&lt;br /&gt;
Hey Hobbes, since you&#039;re very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.&lt;br /&gt;
&lt;br /&gt;
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with &amp;quot;minor edit&amp;quot; for readability.&lt;br /&gt;
&lt;br /&gt;
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)&lt;br /&gt;
:I&#039;ve been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you&#039;ve just posed. I&#039;m following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. &lt;br /&gt;
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM &lt;br /&gt;
* Capitalize when you&#039;re using the exact term&lt;br /&gt;
* For emphasis, i.e. you&#039;re mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. &lt;br /&gt;
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).&lt;br /&gt;
* Don&#039;t write as if you&#039;re in a chat room: &#039;crits&#039;, &#039;dmg&#039; and other abbreviations should not be used. &lt;br /&gt;
* DO NOT WRITE phrases or words on full caps just for emphasis. &lt;br /&gt;
&lt;br /&gt;
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)&lt;br /&gt;
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like &amp;quot;Источник&amp;quot; is more familiar than &amp;quot;Source&amp;quot; in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)&lt;br /&gt;
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [[Bugs (EU2012)#Kinetic Strike Module and Flamethrower Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==&lt;br /&gt;
&lt;br /&gt;
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can&#039;t remember.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 14:49, 15 August 2014 (EDT)&lt;br /&gt;
: I don&#039;t remember about the Flamethrower. All rounding of numbers is usually down in EU2012. The bug continues to upgrade the weapon until you play a game without getting the upgrade, IIRC, after which the next game the values are reset to normal ones. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 15 August 2014 (EDT)&lt;br /&gt;
:: OK, just had a little more time to check this. The flamethrower should be upgraded to 13 (9 + 4.5, rounded down). I never actually confirmed this personally with the Flamethrower. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:54, 15 August 2014 (EDT)&lt;br /&gt;
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== Well, that was rather rude ==&lt;br /&gt;
&lt;br /&gt;
http://ufopaedia.org/index.php?title=Mods_%28EU2012%29&amp;amp;action=history Connor&#039;s edit &#039;comment&#039;&lt;br /&gt;
:There are two issues here. First I agree with you that the comment wasn&#039;t a nice one. However, I also might take it in a more light manner since the stuff that he removed (XCOM/My Little Pony crossover) gets me scratching my head whether to laugh at it or to take it seriously. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:54, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Code of Infiltration ==&lt;br /&gt;
&lt;br /&gt;
I put some of the code for the infiltration routine on my [[User:Morgan525#Other_information | user page]]. I remove a lot of code so that the important stuff is easier to follow. The code only goes up to the UK as that is where the logic is easiest to follow.  If something is not clear, let me know. [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:43, 5 December 2014 (EST)&lt;br /&gt;
:Thanks a lot and yes, I can see how it works, the logic behind it is actually simpler than I was imagining it. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:28, 5 December 2014 (EST)&lt;br /&gt;
Glad to help![[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:49, 5 December 2014 (EST)&lt;br /&gt;
:Something else I&#039;m wondering if you could help. I was mentioning before that I wanted to update the page about [[Alien Missions]] with details about how the missions are generated, based on the info present in OpenXcom. But from our exchange I started realizing that the logic followed by OpenXcom might not be the same of the original game, even though the results are. So, I wrote a page about [[Alien Missions in Enemy Unknown (OpenXcom)]] but describing the process from the OpenXcom&#039;s code perspective. But since you&#039;re familiar with the original game&#039;s code I&#039;m wondering if you could adapt its contents to the original game&#039;s code and update the Alien Missions page since you&#039;re way more qualified than me. Just an idea. :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:03, 6 December 2014 (EST)&lt;br /&gt;
:Something I don&#039;t quite understand is what you mean by missions. In your various postings about alien missions in openxcom, you talk about the different trajectories and how a UFO uses them.  Missions and trajectories are different things.  The way missions are selected and completed has nothing to do with their flight patterns.  Is this what your wanting to discuss, not how missions are selected or how they are completed? - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 19:41, 29 December 2014 (EST)&lt;br /&gt;
::I&#039;m interested in describing the whole process behind alien missions in the original game: how the mission is selected, how the UFOs are assigned to it and how their flight patterns are determined and finally what happens (score) when the mission is completed. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:21, 29 December 2014 (EST)&lt;br /&gt;
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== Variables ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
Recently I joined article writers and created several pages. Almost immediately, I faced with the duplicated information problem. Sometimes page should contain the same string twice and it is really pain in ass to update such strings. Maybe I am blinded but currently there is no way to use variables. So, is it possible to install pretty extension called “Variables”? Here is the link: https://www.mediawiki.org/wiki/Extension:Variables [[User:El.|El.]] ([[User talk:El.|talk]]) 12:00, 5 July 2015 (EST)&lt;br /&gt;
:Hey there. I noticed the insane amount of templates that you guys were creating for Long War and I wondered how necessary they were. I can ask Pete (site owner) about the Variable extensions, I have never used them myself though. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 6 July 2015 (EDT)&lt;br /&gt;
::I personally have created pages and templates only for russian language from scratch. So yes, I realy need them :). It would be cool if Pete did the favour for guys who need variables. --[[User:El.|El.]] ([[User talk:El.|talk]]) 02:50, 7 July 2015 (EDT)&lt;br /&gt;
:::Just to let you know that I&#039;ve emailed Pete about the Variables, now I&#039;m waiting for an answer. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:40, 8 July 2015 (EDT)&lt;br /&gt;
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== Spam flood ==&lt;br /&gt;
&lt;br /&gt;
Shit&#039;s fuuuuuuuuuuuuuuuuuuuuuucked! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:08, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Working as intended ==&lt;br /&gt;
&lt;br /&gt;
Just FYI the bot was working as intended. More info on my talk page. Now I just need to figure-out why the tables are breaking in such a weird way. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 18:47, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tvol-bot ==&lt;br /&gt;
&lt;br /&gt;
Do you think you could flag [[User:Tvol-bot]] as a bot? I&#039;m doing a lot of batch processing on the wiki with it. And I&#039;m sure other people might appreciate not seeing the wall of edits in the recent changes (or at least I certainly would :P ).  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:22, 28 January 2017 (UTC)&lt;br /&gt;
:I have no idea if that&#039;s even possible to do on this wiki... do you know how to do it?[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 01:31, 28 January 2017 (UTC)&lt;br /&gt;
::Should be somewhere [[Special:UserRights|in here]]. Otherwise poke around [[Special:AdminLinks]]. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:37, 28 January 2017 (UTC)&lt;br /&gt;
:::OK, I&#039;m not authorized to make edits on the [[Special:UserRights]] and I can&#039;t find anything about bots on [[Special:AdminLinks]], so that&#039;s above my pay grade. Just go ahead with the bot for the mass edits - there might be some complaints but the amount of edits is natural since we&#039;re creating a whole new section and people should understand that, without edit things don&#039;t get done in a wiki :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:51, 28 January 2017 (UTC)&lt;br /&gt;
::::Seems like I have access to that section, so have given Tvol-bot bot status. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 22:04, 28 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Strangeness ==&lt;br /&gt;
&lt;br /&gt;
Do you have any idea what is going on here? [[:File:UIPerk_aceinthehole.png]] [[File:UIPerk_aceinthehole.png]] The current revision is stuck as the original. But you can see from my upload attempts that the &#039;&#039;new&#039;&#039; images &#039;&#039;were&#039;&#039; successfully uploaded. The catch is that each time I would upload one, I would see the most recent version as the original. Which...makes no god damn sense. O.o Maybe the server needs a restart. Or a massive kick in the pants, either or. I&#039;m fine with both. (Edit: I would try a mass delete and re-upload, which would almost guarantee this would be fixed but I don&#039;t have the perms.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:24, 29 January 2017 (UTC)&lt;br /&gt;
: Right now it&#039;s working properly it seems. I have no idea what was going on. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 00:40, 31 January 2017 (UTC)&lt;br /&gt;
:: Thinking about this, it&#039;s likely you were seeing the local copy in your browser&#039;s cache rather than the latest copy on the server. The next time this happens, try doing a full refresh of the page with a shift-reload to re-download the content from the server and see if that sorts the problem. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:42, 1 February 2017 (UTC)&lt;br /&gt;
:Fraid not. That&#039;s the first thing I tried. I tried a full page refresh, purging my entire browser cache, and then on a whim I tried doing all that on Safari (on 2 computers), Edge (on one), Firefox (on all three), and Brave (again on all three). It&#039;s definitely not a caching issue on my end. For some reason the wiki is slow in updating the pointer to where the current revision is stored when it gets called on a page. The good news is that it eventually does do it, it just takes a while (half hour to an hour). --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:32, 1 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User CSS ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to enable user CSS ( &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;$wgAllowUserCss&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; )? I&#039;m trying to test-out CSS to make {{Tl|Ability (LW2)}} better. What I want to do is have that extra info icon invert its color (like the game does; I&#039;ll make a custom image for that later), and set a div underneath the ability to appear (which would hold the ability&#039;s extended info text, so it appears under it only when rolled-over). With access to user CSS I can test this, and later add it to the Common.css file (well I couldn&#039;t, but someone else with admin rights could). Otherwise there&#039;s no good way of going about it.&lt;br /&gt;
&lt;br /&gt;
Alternately I can add CSS to each ability template &#039;&#039;in theory&#039;&#039;, but in practice every time I try to add any CSS in the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags the server hurks and doesn&#039;t show me the preview page. It also might add an issue with server and browser load. The wiki would probably do well [https://www.mediawiki.org/wiki/Extension:CSS to be using this extension] instead anyway. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 04:28, 31 January 2017 (UTC)&lt;br /&gt;
:I&#039;ll ask Jo5hua (current site admin) about it since I dont&#039; have any skills related to this issue :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:00, 31 January 2017 (UTC)&lt;br /&gt;
::Much appreciated. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:41, 31 January 2017 (UTC)&lt;br /&gt;
: Hey Hobbes, while you&#039;re at it, do you think you could propose installing [https://www.mediawiki.org/wiki/Extension:CSS the MediaWiki CSS extension]? It allows for inclusion of complete style sheets &#039;&#039;and&#039;&#039; inline css, which could prove useful for pages where specific css is repeated. If need be (e.g. if it conflicts with the NewCSS extension) I can easily go over the wiki and convert any markup that uses the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags (though as far as I can tell, NewCSS is broken, since I can&#039;t successfully add any CSS to a page with it and have the preview come back). (Edit: And take a look at [https://www.mediawiki.org/wiki/Extension:WhiteSpace WhiteSpace] too if possible. Sorry for asking for so much, but both would eliminate some major headaches for me.)  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:55, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any word on this? If it&#039;s easier, there&#039;s [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css#295808 a slightly more straightforward solution.] Assuming you guys are okay with creating another group and handing me those permissions to edit the site&#039;s CSS (I promise to test thoroughly first; that&#039;s the primary reason I&#039;m asking for user CSS to be enabled).&lt;br /&gt;
&lt;br /&gt;
To summarize what I&#039;ve asked for (in order of importance) for the sake of anyone reading:&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Manual:$wgAllowUserCss Ability to use own user-specific CSS.] Editing one&#039;s own CSS (e.g. [[Special:MyPage/vector.css]] ) isn&#039;t the issue. It being active needs to be enabled by the server admin. (see: [https://www.mediawiki.org/wiki/Manual:$wgGroupPermissions $wgGroupPermissions] and [https://meta.wikimedia.org/wiki/Help:User_style User style])&lt;br /&gt;
* [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css Permissions to edit site CSS.]&lt;br /&gt;
* Depreciate [https://www.mediawiki.org/wiki/Extension:NewPageCSS Extension:NewPageCSS] and install [https://www.mediawiki.org/wiki/Extension:CSS Extension:CSS]. This is for several reasons.&lt;br /&gt;
: 1. Extension:NewPageCSS tags don&#039;t work. If added to a page with valid CSS in them, the server will not respond when the edit is submitted (not even a response error code; it just dies). (Edit: Well this &#039;&#039;was&#039;&#039; what was happening to me. They seem to be working now. Not idea why. In any case there are only three pages that use the extension right now, and Extension:CSS provides both transclusion of entire style sheets as well as parsing CSS inline.)&lt;br /&gt;
: 2. Extension:CSS was updated more recently.&lt;br /&gt;
: 3. Extension:CSS allows inclusion of other style sheets onto a page, which reduces potential repetition for any specialized CSS (it will also almost certainly be more efficient than transcluding a style sheet into the tags from Extension:NewPageCSS and then having it parse it every page load).&lt;br /&gt;
* Install [https://www.mediawiki.org/wiki/Extension:WhiteSpace Extension:WhiteSpace]. This is for my own sanity, but especially for the sanity of anyone looking at template code in the future. Consider the current [http://www.ufopaedia.org/index.php?title=Template:Ability_(LW2)&amp;amp;action=edit source code] of {{tl|Ability (LW2)}}. This will only get &#039;&#039;more&#039;&#039; complicated if/when I add interactivity via CSS.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t convinced this is a good idea, I&#039;ve made [https://jsfiddle.net/Tvol/bxjqzah3/ a fiddle] (and [https://jsfiddle.net/Tvol/w9djepcv/ another based on Mavoc&#039;s suggestions]) of  what the Ability template &#039;&#039;could&#039;&#039; look like. There are piles of other changes I would like to make, primarily to reduce duplication of effort. For example, without any default table styles other than .wikitable, changing the colours used requires an ungodly number of style tags. This makes maintenance of these templates much more difficult, and practically speaking, requires editors to be familiar with regexes and have Pywikibot installed to make any general changes to similar elements across the wiki. (It is, in short, a very bad way of doing things. It&#039;s a massive time-sink when building new templates as well because of the inevitable mistakes and bugs that crop-up from constantly repeating the same code.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 05:58, 5 February 2017 (UTC)&lt;br /&gt;
:I&#039;m not skilled to decide if this is a good idea from the technical side of the wiki, I&#039;m just forwarding your request to the appropriate person :) I got word back from Jo5hua, he thinks that there might be security issues with allowing what you&#039;re suggesting. Could you clarify this issue better? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:42, 5 February 2017 (UTC)&lt;br /&gt;
::OK, it&#039;s better if you just talk to Jo5hua directly on Skype. His Skype address is joshua.dominguez [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:42, 5 February 2017 (UTC)&lt;br /&gt;
:::Okie dokie; I&#039;ve added him as a contact on Skype. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 03:38, 6 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ADVENT Warden ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think it&#039;s called an ADVENT Warden, but I have definitely seen that unit without having ABA installed. It probably has a different name, and it appeared during a mission to liberate a region, providing bonuses like Fire Discipline to allies.&lt;br /&gt;
:That unit is the Advent General (and there are two versions of it on LW2, one red and the other black) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:03, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long War of the Chosen ==&lt;br /&gt;
&lt;br /&gt;
Hi, not sure if this is the right place to ask, but [[Long_War_of_the_Chosen|Long War of the Chosen]] recently released its 1.0 version, complete with an official [https://steamcommunity.com/sharedfiles/filedetails/?id=2683996590 Steam Workshop release]. I was wondering if now would be a good time to add LWOTC to the list of Featured Projects on Ufopaedia&#039;s sidebar, since it seems LWOTC is what most people will be playing from now on if they wish to experience the most up-to-date version of Long War for XCOM 2.&lt;br /&gt;
&lt;br /&gt;
Just a disclaimer: I am not an official representative of the LWOTC team, but I&#039;ve been actively involved with the discord community for over a year and currently am one of the few active editors for the LWOTC part of Ufopaedia. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 22:33, 26 December 2021 (CET)&lt;br /&gt;
:There are two issues regarding your suggestion:&lt;br /&gt;
::1) How much of a difference there is between LWOTC and LW2? You&#039;re porting War of the Chosen to LW2, and the question is if it wouldn&#039;t make more sense to add a LWOTC section to LW2, otherwise you&#039;ll be replicating naerly all of the existing info of LW2?&lt;br /&gt;
::2) If mod projects are added to the Featured Projects sidebar, then that list is gonna get pretty huge in no time, specially with the mods for OpenXcom. Long War was added because it became an semi-official expansion of Enemy Unknown, specially after Firaxis commissioned Pavonis to develop LW2. UFO2000 and UFO:AI are now dead but still playable projects and they wanted to remake the entire game. And OpenXcom and OpenApoc are clones of the original games that add a ton of new features. What does LWOTC exactly add that is new from LW2 or WotC like the existing projects? &lt;br /&gt;
:Finally, the UFOPaedia has always been about XCom and its games. It&#039;s not to publicize mod or fan projects, although those will always have a place here if they need a wiki because this is a fan project too but it doesn&#039;t need them. And if it became a place to publicize personal work, then it wouldn&#039;t be very effective because there&#039;s a ton of projects that could be added to the Featured Projects section (including a couple of my own personal ones) and they would be all competing for attention. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:33, 2 January 2022 (CET)&lt;br /&gt;
::First off, thanks for replying! I wasn&#039;t sure if anybody still uses talk pages.&lt;br /&gt;
&lt;br /&gt;
::Secondly, let me try to answer your questions:&lt;br /&gt;
&lt;br /&gt;
::Throughout 3 years of development by a team of multiple experienced developers (e.g. [https://github.com/pledbrook The Peter], [https://github.com/Grobobobo Grobobobo] and [https://github.com/GafrieGithub Amnesieri]), LWOTC has shifted away from just porting WOTC content to LW2 and for the last year or two focused more on either adding its own content or heavily reworking existing content.&lt;br /&gt;
&lt;br /&gt;
::Just to name a few things:&lt;br /&gt;
::Every vanilla LW2 class now has a list of randomly selected perks (&amp;quot;XCOM row perks&amp;quot;, in addition to their regular, &amp;quot;main tree&amp;quot; perks) that are tailored for that specific class instead of using a bunch of generic perks for nearly every class like LW2 did (which also means &#039;&#039;&#039;lots&#039;&#039;&#039; of new perks got added - over 100! All carefully balanced throughout a year of playtesting and constant balance patches);&lt;br /&gt;
&lt;br /&gt;
::The Chosen are of course a huge deal in LWOTC and got such a major rework compared to WOTC that they&#039;re nearly unrecognizable mechanically, appearing much less frequently but having a truly boss-like set of abilities and mechanics that make even the most experienced players have to prepare well in advance for every retaliation mission;&lt;br /&gt;
&lt;br /&gt;
::The addition and then complete reworking of the Hero classes from WOTC is a huge gamechanger. The three new classes got major overhauls compared to their WOTC counterparts - instead of being built around shallow &amp;quot;perk stacking&amp;quot; where you eventually just get every single perk on every single Hero, they now have mutually exclusive perks at every rank like every normal class, and those perks are now individually much more interesting, allowing for great build variety for every Hero class (for example, a Reaper in vanilla could pretty much only be built as a &amp;quot;shooty scout&amp;quot; - in LWOTC, they can now be based around either shooting, using explosives or throwing knives [which are completely new items in LWOTC]);&lt;br /&gt;
&lt;br /&gt;
::Various WOTC enemies were added while making sure they are much less exploitable (e.g. various new types of The Lost, all of which can now climb walls [which prevents blocking them via ladders], modified versions of Purifiers, Spectres and Priests), the stats and AIs of many existing LW2 enemies got reworked (e.g. Mutons had their damage nerfed, but now can&#039;t be permanently locked in place with [[Perk_List_(LWOTC)#Combatives|Combatives]], Najas now can&#039;t shoot while unactivated, Sectopods now don&#039;t use lightning field in the middle of nowhere, large enemies now can&#039;t be Stasis&#039;d, etc.);&lt;br /&gt;
&lt;br /&gt;
::New missions based on WOTC content were added, namely rebalanced versions of Chosen Citadel Assault, Chosen Avenger Assault, Covert Action Ambush and a new type of Smash n&#039; Grab;&lt;br /&gt;
&lt;br /&gt;
::Several &amp;quot;normal&amp;quot; perks (I&#039;m currently counting at least 14) got rebalanced, while the entire Psi perk tree got completely reworked with new abilities and major changes to existing ones;&lt;br /&gt;
&lt;br /&gt;
::Many new items got added, including some ported from WOTC (such as rebalanced versions of the weapons you get after ultimately defeating each Chosen), and some third tier weapons (sawed-off shotguns, grenade launchers, knives) got added for weapons that only had 2 tiers in LW2. Some existing items and weapons got rebalanced as well;&lt;br /&gt;
&lt;br /&gt;
::The research tree had certain research projects changed to use more appropriate corpse types (and of course new research projects got added for new items), and the alien corpse economy got smoothed out thanks to the addition of aliens now appearing on rendezvous missions;&lt;br /&gt;
&lt;br /&gt;
::Various quality of life changes are now part of the game, such as circles for indicating [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] range, easier access to the Haven Management screen, being able to see the exact stats and abilities of enemies by pressing F1, indicators for which missions are part of Liberation chains and which give you facility leads, a confirmation that makes sure you don&#039;t accidentally skip Retaliations, a button for easily editing a Haven Adviser&#039;s loadout, and much more;&lt;br /&gt;
&lt;br /&gt;
::The introduction of a reworked Covert Action system, with core elements from WOTC but various major balance changes and additions (e.g. the addition of a failure chance, the removal of infinite stat stacking, and the addition of several new types of Covert Actions);&lt;br /&gt;
&lt;br /&gt;
::Several major bugfixes to longstanding LW2 bugs, including things like infinite exp farming with Wet Work, multiple Officer perks straight up not working at all (e.g. Infiltrator and Fire Discipline doing nothing), maximum Faceless limit in havens not working, enemies with Close Combat Specialist not taking the appropriate shots, etc.;&lt;br /&gt;
&lt;br /&gt;
::The addition of several tutorial pop-ups, explaining various things that LW2 didn&#039;t tell you (such as new enemy types and haven management), as well as additional tutorials for LWOTC-exclusive content (such as The Chosen and what to expect from their reworks);&lt;br /&gt;
&lt;br /&gt;
::And of course, I need to mention that LWOTC is still in active development, even with the 1.0 release already on Steam Workshop and [https://puu.sh/IA0Ef/13370864c0.png tens] [https://puu.sh/IA0En/fd49bf352f.png of thousands] of players within just the last year or so. Current plans include major overhauls to even more LW2 mechanics, such as completely changing how rebel jobs work and altering the conditions for triggering retaliations.&lt;br /&gt;
&lt;br /&gt;
::Finally, I&#039;d just like to say that having LWOTC on the sidebar is by no means something that only &#039;&#039;I&#039;&#039; would want - we as a community (including prominent LWOTC youtubers/streamers such as [https://www.youtube.com/c/DerAva/videos DerAva] and [https://www.twitch.tv/akaillogical akaillogical] and modders like [https://steamcommunity.com/id/kiruka/myworkshopfiles/ Kiruka] and [https://steamcommunity.com/profiles/76561198138719639/myworkshopfiles/ kdm2k6]) would benefit from having an easy-to-access section for LWOTC, which would make sure that the newbies we are trying to help aren&#039;t erroneously getting knowledge about LWOTC from various outdated LW2 sources. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 16:05, 2 January 2022 (CET)&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=105250</id>
		<title>Soldiers (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWOTC)&amp;diff=105250"/>
		<updated>2021-12-30T13:09:56Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: &amp;quot;Bonds&amp;quot; section created and filled up with various tested facts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (LWOTC)|72}}&lt;br /&gt;
[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Unlike in [[Long War]] or vanilla [[XCOM 2]], the maximum squad size remains fixed for the entire campaign. Players can send up to 8 soldiers on most missions, and up to 10 or 12 on special missions. Network Tower Assaults have a maximum of 5 soldiers. On missions involving Havens your squad will be reinforced by the Advisor assigned to them and in some occasions a few rebels.&lt;br /&gt;
&lt;br /&gt;
However taking as many soldiers as possible on every mission is not advisable due to [[Infiltration_(LWOTC)|Infiltration mechanics]], which make it so the squads sent on a mission have to wait to build up infiltration to carry out the mission without it being excessively difficult. Taking too many soldiers increases the time to fully infiltrate, in turn increasing the time those soldiers are unavailable. In addition, soldiers will have their will reduced by fatigue, either because of the time spent on the mission or because of the results of battle. &lt;br /&gt;
&lt;br /&gt;
Since players have to manage a high amount of soldiers and missions, the ability to create persistent squads by assigning soldiers in the Squad Management interface exists to streamline soldier selection by loading up a squad from the list, and then making ad hoc changes if necessary. Changing the composition for that particular mission doesn&#039;t change the composition of the squad. If all squads are busy on missions, a &amp;quot;temporary&amp;quot; squad will be created to be sent. Squad Management is mostly optional, but it can be a handy shortcut for favourite soldier compositions, and once [[Officers (LWOTC)|Officers]] are available they&#039;re a useful way of keeping soldiers under the same officer to maximise the benefit of Leadership.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Soldiers begin as Rookies without class, and as they promote to Squaddie they are assigned one of the 8 main classes at random:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 80%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class assault.png|48px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Assault]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class grenadier.png|48px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Grenadier]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Gunner.png|48px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunner]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class ranger.png|48px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Ranger]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|48px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Shinobi.png|48px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Shinobi]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class specialist.png|48px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Specialist]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:LW2 class Technical.png|48px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Technical]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As the campaign goes on, soldiers will be able to be trained into specific classes in the [[Guerrilla_Tactics_School_(LWOTC)|Guerrilla Tactics School]], where they&#039;ll also be able to promote to [[Officers_(LWOTC)|officers]] and learn new abilities. Rookies can also be trained as [[Psi_Operative_(LWOTC)|Psi Operatives]], a class unlocked through the [[Psionic_Labs_(LWOTC)|Psionic Labs]] facility. For owners of the [[Shen&#039;s_Last_Gift_DLC_(XCOM2)|Shen&#039;s Last Gift DLC]], completion of the Lost Towers or research on Mechanized Warfare will unlock the possibility to build robotic soldiers: [[SPARK_(LWOTC)|SPARKs]]. Completing Lost Towers will grant a free SPARK to the roster.&lt;br /&gt;
&lt;br /&gt;
=== Faction Classes ===&lt;br /&gt;
Special soldiers belonging to each of the three factions can also become part of XCOM&#039;s roster:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: 30%; background-color: #ffffff; border: 0px #ffffff solid; border-collapse: collapse; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class reaper.png|48px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Reaper]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|48px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Skirmisher]]&lt;br /&gt;
| style=&amp;quot;width:10%; border-width:0;&amp;quot; |[[Image:XCOM2 class templar.png|48px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;br&amp;gt;&#039;&#039;&#039;Templar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These soldiers have special mechanics and equipment, but otherwise behave the same as other XCOM soldiers.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
== Recruiting ==&lt;br /&gt;
&lt;br /&gt;
The cost of recruiting new Rookies is 10 supplies in Rookie and Veteran difficulty, 15 in Commander, and 20 in Legend. There are 5 recruits available from the start in Rookie and Veteran difficulty, 3 in Commander, and none in Legend. More soldiers become available for recruit by putting [[Haven_Management_(LWOTC)#Personnel|rebels]] on Recruit jobs, which has a chance of providing soldiers to the recruit list. New soldiers can also be obtained from the [[Black_Market_(LWOTC)|Black Market]] or from mission rewards.&lt;br /&gt;
&lt;br /&gt;
Faction soldiers can only be recruited from Covert Actions, and only if there are less than 2 available (i.e. not captured, training, or otherwise unable to take on missions) soldiers of that faction. One random faction soldier is granted at the start of the campaign, during Gatecrasher.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
In Long War of the Chosen, experience for soldiers is primarily earned by mission completion. Kills and covert actions also grant XP.&lt;br /&gt;
&lt;br /&gt;
=== Mission XP ===&lt;br /&gt;
&lt;br /&gt;
The XP awarded at the end of a mission is based on the number of aliens on the mission, divided equally among soldiers returning to base, with a minimum of 3 soldiers. Soldiers at Master Sergeant (or equivalent max rank) will have their weight when dividing reduced by a third. Therefore soldiers in large squads will gain less XP than soldiers in smaller squads, as the same total XP is split among more people, but squads with one or two soldiers are treated as though they had 3 soldiers. The XP assigned to the unfilled spots is wasted.&lt;br /&gt;
&lt;br /&gt;
XP obtained through mission completions is then multiplied by a class specific constant:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]]&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] &lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.8&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%;&amp;quot; | 5.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other XP ===&lt;br /&gt;
&lt;br /&gt;
Each enemy kill grants 1 XP except for the Lost, who grant 0.25 XP each; Sectopods, Gatekeepers and the Chosen who grant 2 XP each; and Rulers who grant 3 XP when they&#039;re killed.&lt;br /&gt;
&lt;br /&gt;
Covert actions grant 3-4 XP to the soldiers participating.&lt;br /&gt;
&lt;br /&gt;
=== Promotions ===&lt;br /&gt;
&lt;br /&gt;
The XP needed to promote to each rank is dependant on difficulty. Keep in mind a soldier cannot promote more than one rank each mission:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 1%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;rowspan=&amp;quot;2&amp;quot;; | &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:1%; vertical-align:center; font-size:130%;&amp;quot;colspan=&amp;quot;4&amp;quot;; | &#039;&#039;&#039;XP Needed&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Rookie&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Veteran&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Commander&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 2px 0; vertical-align:center; font-size:100%;&amp;quot; | &#039;&#039;&#039;Legend&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|0|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 3&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|1|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 15&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|2|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 31&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 37&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|3|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 70&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|4|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 73&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 115&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|5|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 143&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 158&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 173&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|6|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 224&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 245&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:1%; vertical-align:center; font-size:70%;&amp;quot; | {{Rank (LW2)|7|b_name=1}}&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 276&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 304&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px 1px 0; width:1%;&amp;quot; | 332&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
*Health is the amount of damage soldiers can take before dying or going into bleedout.&lt;br /&gt;
*Aim determines base to-hit chances.&lt;br /&gt;
*Defense lowers enemy hit chances. Negative Defense will increase enemy hit chances instead.&lt;br /&gt;
*Dodge is the chance to demote enemy hit quality (see [[Mechanics_(LWOTC)#To-Hit_Mechanics|Mechanics]]). Negative Dodge has a chance to promote enemy hit quality instead.&lt;br /&gt;
*Mobility is the amount of meters (not tiles, 1 tile is 1.5 meters) the soldier can move in a single action.&lt;br /&gt;
*Hacking determines success chance in hacking actions.&lt;br /&gt;
*Will is the defensive stat against psionic attacks, stunning effects (such as from [[ADVENT_Stun_Lancer_(LWOTC)|Stun Lancers]]), but no longer determines bleedout chance, which is now based on overkill damage. It also functions as the fatigue stat.&lt;br /&gt;
*Psi Offense determines success chance and strength for some [[Psi_Operative_(LWOTC)|psionic abilities]].&lt;br /&gt;
*Combat Intelligence determines the amount of AP the soldier gains each promotion: 4 at Very Low and 1 additional for each level higher.&lt;br /&gt;
&lt;br /&gt;
=== Starting Stats ===&lt;br /&gt;
&lt;br /&gt;
Soldier&#039;s starting stats can vary depending on whether the Not Created Equally option is active. By default, it is, and soldiers will start with randomized startig stats, making each soldier unique. Disabling the option will give every soldier starting stats fixed at the average. [[SPARK_(LWOTC)|SPARKs]] are always Created Equally, don&#039;t have Will or Psi Offense stats and have differences over normal starting stats: +8 Health, +30 Defense, -3 Mobility, +1 Armor.&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 Mobility or Health as a result. For the purpose of those modifications some stats are worth more &amp;quot;points&amp;quot; than others. The total of &amp;quot;points&amp;quot; a soldier has on all of their stats is 483. This information can be used to determine the Psi Offense of rookies prior to building the [[Psionic_Labs_(LWOTC)|Psionic Labs]] in order to save high psi offense troopers as future [[Psi_Operative_(LWOTC)|Psi Operatives]]:&lt;br /&gt;
*Dodge, Will, Hacking and Psi Offense are all worth 1 point.&lt;br /&gt;
*Aim is worth 3 points.&lt;br /&gt;
*Health and Mobility are worth 12 points. &lt;br /&gt;
*Defense will never be randomized.&lt;br /&gt;
*Combat Intelligence uses Psi Offense values: 5-8 for Very Low, 9-14 for Low, 15-25 for Average, 26-31 for High, and 32-35 for Very High.&lt;br /&gt;
&lt;br /&gt;
In Rookie difficulty soldiers will also gain a bonus +5 Will and +1 Health, and non faction soldiers gain +10 Aim.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;9&amp;quot;; | &#039;&#039;&#039;Starting Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Stat&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Defense.png|36px|Defense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Mobility.png|36px|Mobility]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2 Psi.png|36px|Psi Offense]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psi Offense&#039;&#039;&#039;&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Min&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | -10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Average&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
|-style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:70%;&amp;quot; | &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stats by Class ===&lt;br /&gt;
&lt;br /&gt;
As soldiers rank up in their assigned class, they will gain stat bonuses. These are the total stat gains for each class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Total Stats Gained&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Health.png|36px|Health]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Aim.png|36px|Aim]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Aim&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Dodge.png|36px|Dodge]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | [[File:LW2_Hacking.png|36px|Hacking]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Hacking&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | [[File:LW2_Will.png|36px|Will]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Will&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class assault.png|32px|link=Assault (LWOTC)]] [[Assault (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Assault&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class grenadier.png|32px|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Grenadier&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Gunner.png|32px|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Gunner&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class ranger.png|32px|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Ranger&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class sharpshooter.png|32px|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 28  &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Shinobi.png|32px|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Shinobi&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class specialist.png|32px|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:LW2 class Technical.png|32px|link=Technical (LWOTC)]] [[Technical (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class psiop.png|32px|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Psi Operative&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 16 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class spark.png|32px|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;SPARK&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class reaper.png|32px|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Reaper&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 26 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |[[Image:XCOM2 class skirmisher.png|32px|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Skirmisher&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 18&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 67%; font-weight:normal; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |[[Image:XCOM2 class templar.png|32px|link=Templar (LWOTC)]] [[Templar (LWOTC)|&amp;lt;span style=&amp;quot;color: #83c0ce;&amp;quot;&amp;gt;&#039;&#039;&#039;Templar&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Psi Operatives also gain Psi Offense, starting at 45 at Squaddie, and raising by 4 each subsequent rank, up to 73 at MSgt.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
Bonding soldiers is a feature ported from [[XCOM_2:_War_of_the_Chosen|War of the Chosen]] with some minor changes.&lt;br /&gt;
&lt;br /&gt;
===About Bonding ===&lt;br /&gt;
Two soldiers can bond by increasing their cohesion level. This can be done simply by sending the soldiers out on missions together. Cohesion is measured by a scale from 1.0 to 10.0, and once their cohesion level is at 10.0, the soldiers are eligible to be bonded. Every time the bond is leveled up, the scale resets, raising by 5.0 for each bond level (15.0 for level 2, 20.0 for level 3).&lt;br /&gt;
&lt;br /&gt;
Rescuing a bleeding out soldier via evac improves the cohesion between the rescued and the rescuer.&lt;br /&gt;
&lt;br /&gt;
The only way to break a bond is for one of the bondmates to die. If this happens while they&#039;re on a mission together, the other bondmate might panic.&lt;br /&gt;
&lt;br /&gt;
Sending 2 incompatible soldiers on a Form Soldier Bond [[Covert_Actions_(LWOTC)|Covert Action]] (&#039;&#039;incompatible&#039;&#039; due to at least 1 of them being already bonded with another soldier) will have no effect on any bond, effectively wasting the Covert Action.&lt;br /&gt;
===Bond Perks: Level 1===&lt;br /&gt;
At level 1 of a bond, both soldiers receive this perk:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional movement point to a bondmate. Has a single charge shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability costs 1 action point to use and doesn&#039;t end the soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Movement point&amp;quot; means 1 action point that can only be used for movement.&lt;br /&gt;
&lt;br /&gt;
Note that firing a [[Weapons_(LWOTC)#Sniper_Rifles|Sniper Rifle]] requires 2 &amp;quot;normal&amp;quot; action points (assuming no [[Perk List (LWOTC)#Snap_Shot|Snap Shot]]), meaning that if you want to move your [[Sharpshooter (LWOTC)|Sharpshooter]] and fire with them on the same turn, you will need to grant them the movement action first, then consume it on a movement action, then shoot.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, the [[Weapons_(LWOTC)#Gauntlets|Gauntlets]] used by [[Technical (LWOTC)|Technicals]] &#039;&#039;do not&#039;&#039; differentiate between &amp;quot;normal&amp;quot; action points and movement-only action points - thanks to this distinction, you can increase the accuracy of your soldier&#039;s [[Perk_List_(LWOTC)#Heavy_Weapons|Rocket Launcher]] whether you grant the extra movement action before or after moving the Technical.&lt;br /&gt;
===Bond Perks: Level 2===&lt;br /&gt;
At level 2 of a bond, the bondmates receive three passive abilities and one upgrade to an activated ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Operators&#039;&#039;&#039;: &#039;&#039;When deployed on a [[Covert_Actions_(LWOTC)|Covert Action]] together, the duration is reduced by one day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand By Me&#039;&#039;&#039;: &#039;&#039;When this soldier ends a move adjacent to their bondmate, their bondmate will be automatically cleansed of any [[Mechanics_(LWOTC)#Status_Effects|negative mental effects]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The soldier doesn&#039;t need to end their turn adjacent to their bondmate - they simply need to end a &#039;&#039;movement action&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this ability, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039; (either horizontally or vertically - &#039;&#039;&#039;not diagonally!&#039;&#039;&#039;). However, it&#039;s worth noting that there &#039;&#039;can&#039;&#039; be &amp;quot;zero-tile-width cover&amp;quot; (such as very thin barriers acting as either half cover or full cover) between the two soldiers and this perk will still work.&lt;br /&gt;
&lt;br /&gt;
Starting a turn adjacent to your bondmate is not enough - the cleansing effect will only trigger at the end of a movement action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotter&#039;&#039;&#039;: &#039;&#039;This soldier is granted a bonus to [[Soldiers_(LWOTC)#Stats|aim]] when their bondmate has attacked or been attacked by the soldier&#039;s target. An extra bonus is granted if the bondmate is adjacent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both the targeting bonus and the adjacency extra bonus provide +10% hit chance each, up to a maximum of +20%.&lt;br /&gt;
&lt;br /&gt;
Similarly to Stand By Me, &amp;quot;adjacent&amp;quot; means &#039;&#039;adjacent in a cardinal direction&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The extra bonus is granted &#039;&#039;only&#039;&#039; if the other condition is fulfilled - that is, the other bondmate either shooting at or getting shot by the target. It&#039;s not granted merely by standing adjacent to the bondmate.&lt;br /&gt;
&lt;br /&gt;
As of LWOTC version 1.0.2, getting attacked by an enemy &#039;&#039;does not&#039;&#039; seem to grant any aim bonus. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039;: &#039;&#039;Grant an additional action point to a bondmate. Has one or two charges per mission depending on bond level, shared between bondmates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replaces the regular Teamwork.&lt;br /&gt;
&lt;br /&gt;
Unlike regular Teamwork, Advanced Teamwork grants a &amp;quot;normal&amp;quot; action point that can be used for any action, not just movement.&lt;br /&gt;
&lt;br /&gt;
Level 2 bonds have access to 1 charge of this ability per mission.&lt;br /&gt;
===Bond Perks: Level 3===&lt;br /&gt;
At the third and final level of a bond, the bondmates receive one new active ability and one upgrade to an existing active ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Strike&#039;&#039;&#039;: &#039;&#039;A combined standard shot attack by this soldier and their bondmate. This shot is a free action for the bondmate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the soldier using the ability to take 1 standard shot at the selected target, then makes their bondmate take another standard shot at the same target.&lt;br /&gt;
&lt;br /&gt;
Normally, it costs 1 action and is turn-ending for the soldier using the ability, but doesn&#039;t cost their bondmate any actions. However, if the soldier using the ability is a [[Sharpshooter_(LWOTC)|Sharpshooter]], it will cost them 2 actions instead (and still end their turn). If you want to maximize the effectiveness of Dual Strike in a bond where one of the soldiers is a Sharpshooter, make sure the other bondmate &#039;&#039;isn&#039;t&#039;&#039; a Sharpshooter - this way, you can use Dual Strike for 1 action point on the non-Sharpshooter and still have 2 actions left on your Sharpshooter.&lt;br /&gt;
&lt;br /&gt;
It can synergize with Spotter: if a soldier uses Dual Strike, their bondmate will be eligible for the associated aim bonuses on any further shots taken on the same target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Teamwork&#039;&#039;&#039; will have 2 charges available per mission instead of 1.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
The amount of time a soldier will be out of action is based how much damage they took over a battle and what percentage of their maximum health (including item granted HP) this accounted for. The lowest HP the soldier got down to (1 HP if they went into bleedout) will be what the time calculation is based on, so healing the soldier during battle will not reduce healing times (only the [[Perk_List_(LWOTC)#Field_Surgeon|Field Surgeon]] perk will), but it will help prevent higher healing times if the soldier takes damage again. Templar&#039;s Greater Padding ability prevents wound times for the first few HP depending on shield tier.&lt;br /&gt;
&lt;br /&gt;
Staffing a scientist in the infirmary will increase the healing rate by 50% (100% on Rookie), decreasing healing times by 33% (50% on Rookie).&lt;br /&gt;
&lt;br /&gt;
=== Wound Time Calculation ===&lt;br /&gt;
&lt;br /&gt;
The points needed to heal a wounded soldier are rolled randomly between a minimum and a maximum depending on the percentage of health lost (based on the lowest HP reached) and difficulty, all configurable. The points rolled will be multiplied by 1.5 by default on all difficulties, and each hour the healing rate will be substracted. The base healing rate is 80 points per hour, increased by 40 (80 on Rookie) when staffing a scientist in the AWC. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;6&amp;quot;; | &#039;&#039;&#039;Calculated Wound Time&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%; vertical-align:center; font-size:130%;&amp;quot; | &#039;&#039;&#039;% HP lost&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Points&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Minimum Time&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | &#039;&#039;&#039;Maximum Time&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; | 0 - 10&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 1000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 7500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (1000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (1000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (7500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (7500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |10 - 20&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 5000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 12500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (5000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (5000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (12500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (12500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |20 - 30&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 10000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 17500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (10000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (10000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (17500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (17500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |30 - 40&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 15000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 22500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (15000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (15000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (22500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (22500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |40 - 50&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 20000 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 27500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (20000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (20000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (27500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (27500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |50 - 60&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 25000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 32500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (25000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (25000 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (32500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (32500 * 1.5 / 80)) mod 24 }} hours &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |60 - 70&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 30000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 37500 &lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (30000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (30000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (37500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (37500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |70 - 80&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 35000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 42500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (35000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (35000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (42500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (42500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |80 - 90&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | 40000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 47500&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (40000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (40000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (47500 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (47500 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |90 - 100&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | 45000&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 75000*&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 0   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (45000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (45000 * 1.5 / 80)) mod 24 }} hours&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | {{ #expr: floor (ceil (75000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (75000 * 1.5 / 80)) mod 24 }} hours*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; On Rookie difficulty the maximum points are reduced to 55000, making the maximum time {{ #expr: floor (ceil (55000 * 1.5 / 80) / 24) }} days and {{ #expr: (ceil (55000 * 1.5 / 80)) mod 24 }} hours.&lt;br /&gt;
&lt;br /&gt;
== Bleedout and Death ==&lt;br /&gt;
&lt;br /&gt;
If a soldier loses all their HP, they can either enter a state where they&#039;re bleeding out but not dead yet, or outright die without any chance of saving them. The chance for a bleed-out to happen depends on the amount of overkill damage they took: if they took the same damage as the HP they had, the bleedout chance is 90%, reduced by 20% for each point of damage extra. The &amp;quot;Stay With Me&amp;quot; training done in the [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]] makes the game roll up to 50 instead of up to 100, effectively doubling the chances:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width: 35%; background-color: #17181a; border-color:#7dc2d2; color: #7dc2d2; white-space:nowrap;&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:center; font-size:130%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px 2px 0; &amp;quot;colspan=&amp;quot;7&amp;quot;; | &#039;&#039;&#039;Chance to Bleed Out&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0; width:8%;&amp;quot; | Overkill Damage&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 5+&lt;br /&gt;
|- align=&amp;quot;middle&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 1px 0;&amp;quot; |No &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 90%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 70%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 50%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 30%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   1px 0; width:8%;&amp;quot; | 10%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   1px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:150%; font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size:67%; border-color:#7dc2d2; border-width: 0 2px 2px 0;&amp;quot; |With &amp;quot;Stay With Me&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 100%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 60%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 1px   2px 0; width:8%;&amp;quot; | 20%&lt;br /&gt;
| style=&amp;quot;border-color:#7dc2d2; border-width: 0 2px   2px 0; width:8%;&amp;quot; | 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bleeding out soldiers have a limited time to get treatment: if 4 turns pass and they haven&#039;t been stabilized with a medikit or a [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]], evac&#039;d out by having your other soldiers pick them up, or the mission hasn&#039;t ended, they will die. After being stabilized soldiers will become unconscious, after which they can be brought back up with Get Up or a [[Perk_List_(LWOTC)#Revival_Protocol|Revival Protocol]], but it&#039;s recommended to heal them up to reduce the risk of death.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{{XCOM_Units_Navbar_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Meatninja&amp;diff=105207</id>
		<title>User:Meatninja</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Meatninja&amp;diff=105207"/>
		<updated>2021-12-26T21:38:20Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Created page with &amp;quot;I&amp;#039;ve been playing Long War of the Chosen since late 2020. I am not a dev, but every once in a while I contribute some edits to the wiki. If you wish...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been playing [[Long_War_of_the_Chosen|Long War of the Chosen]] since late 2020. I am not a dev, but every once in a while I contribute some edits to the wiki. If you wish to contact me, you&#039;ll likely find me on [https://discord.gg/vv5yJF9 Long War of the Chosen&#039;s discord server] (same nickname).&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=105206</id>
		<title>User talk:Hobbes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=105206"/>
		<updated>2021-12-26T21:33:20Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: added signature, not sure if I did this right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nav Boxes==&lt;br /&gt;
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)&lt;br /&gt;
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or, if you click to edit the code: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you&#039;ve done a template, you&#039;ll have to add it to all the relevant pages by adding at the bottom the following code: &lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Aliens (EU2012)}}&amp;lt;/nowiki&amp;gt; [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)&lt;br /&gt;
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)&lt;br /&gt;
:::: NKF, could you please post here an example of wiki table markup? I&#039;m not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
:::::Sure. I&#039;ll use wiki table markup to replicate the example navbar above. Check the source. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | {{Apoc Icon}} &#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]:&#039;&#039;&#039; [[Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80&amp;quot;| &#039;&#039;&#039;The Good:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ugly:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT)  &lt;br /&gt;
&lt;br /&gt;
::: I&#039;d quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:17, 26 April 2013 (EDT)&lt;br /&gt;
:::: Might be better to use only the loading screen images on the Navbar. I&#039;ll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)&lt;br /&gt;
:::: How about something like this?&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The layout and appearance looks perfect to me, but I don&#039;t like the use of style templates within the table - guess what THEY conflict with?&lt;br /&gt;
&lt;br /&gt;
: Starting a cell with a ! instead of a | is enough to tell the wiki it&#039;s to be a header cell, there&#039;s no need to use a template for that. I&#039;ve hence modified the above table to do away with templates as an example.&lt;br /&gt;
&lt;br /&gt;
: If adding it to the map pages as a template, could I also ask for a &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag to go in as well? Doesn&#039;t actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.&lt;br /&gt;
&lt;br /&gt;
: - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 22:12, 27 April 2013 (EDT)&lt;br /&gt;
:: Just made a few more and edits and I&#039;ve moved it into [[Template: Maps Navbar (EU2012)]]. I&#039;ll add it later, along with the &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)&lt;br /&gt;
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that&#039;s for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:54, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spamming Accounts ==&lt;br /&gt;
&lt;br /&gt;
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)&lt;br /&gt;
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Undo? ==&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;haven&#039;t&#039;&#039;. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)&lt;br /&gt;
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=next&amp;amp;oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=52278&amp;amp;oldid=52277])&lt;br /&gt;
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)&lt;br /&gt;
:::That&#039;s possible as well but you get a warning that someone has edited and saved a new version of the page while you&#039;re editing. To try to avoid this situation it&#039;s better to edit the EW main page by subsections if you&#039;re only adding a couple lines of text. But since we&#039;re now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== New template / standardized words / main testing page ==&lt;br /&gt;
&lt;br /&gt;
Hey Hobbes, since you&#039;re very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.&lt;br /&gt;
&lt;br /&gt;
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with &amp;quot;minor edit&amp;quot; for readability.&lt;br /&gt;
&lt;br /&gt;
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)&lt;br /&gt;
:I&#039;ve been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you&#039;ve just posed. I&#039;m following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. &lt;br /&gt;
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM &lt;br /&gt;
* Capitalize when you&#039;re using the exact term&lt;br /&gt;
* For emphasis, i.e. you&#039;re mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. &lt;br /&gt;
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).&lt;br /&gt;
* Don&#039;t write as if you&#039;re in a chat room: &#039;crits&#039;, &#039;dmg&#039; and other abbreviations should not be used. &lt;br /&gt;
* DO NOT WRITE phrases or words on full caps just for emphasis. &lt;br /&gt;
&lt;br /&gt;
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)&lt;br /&gt;
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like &amp;quot;Источник&amp;quot; is more familiar than &amp;quot;Source&amp;quot; in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)&lt;br /&gt;
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [[Bugs (EU2012)#Kinetic Strike Module and Flamethrower Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==&lt;br /&gt;
&lt;br /&gt;
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can&#039;t remember.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 14:49, 15 August 2014 (EDT)&lt;br /&gt;
: I don&#039;t remember about the Flamethrower. All rounding of numbers is usually down in EU2012. The bug continues to upgrade the weapon until you play a game without getting the upgrade, IIRC, after which the next game the values are reset to normal ones. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 15 August 2014 (EDT)&lt;br /&gt;
:: OK, just had a little more time to check this. The flamethrower should be upgraded to 13 (9 + 4.5, rounded down). I never actually confirmed this personally with the Flamethrower. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:54, 15 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Well, that was rather rude ==&lt;br /&gt;
&lt;br /&gt;
http://ufopaedia.org/index.php?title=Mods_%28EU2012%29&amp;amp;action=history Connor&#039;s edit &#039;comment&#039;&lt;br /&gt;
:There are two issues here. First I agree with you that the comment wasn&#039;t a nice one. However, I also might take it in a more light manner since the stuff that he removed (XCOM/My Little Pony crossover) gets me scratching my head whether to laugh at it or to take it seriously. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:54, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Code of Infiltration ==&lt;br /&gt;
&lt;br /&gt;
I put some of the code for the infiltration routine on my [[User:Morgan525#Other_information | user page]]. I remove a lot of code so that the important stuff is easier to follow. The code only goes up to the UK as that is where the logic is easiest to follow.  If something is not clear, let me know. [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:43, 5 December 2014 (EST)&lt;br /&gt;
:Thanks a lot and yes, I can see how it works, the logic behind it is actually simpler than I was imagining it. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:28, 5 December 2014 (EST)&lt;br /&gt;
Glad to help![[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:49, 5 December 2014 (EST)&lt;br /&gt;
:Something else I&#039;m wondering if you could help. I was mentioning before that I wanted to update the page about [[Alien Missions]] with details about how the missions are generated, based on the info present in OpenXcom. But from our exchange I started realizing that the logic followed by OpenXcom might not be the same of the original game, even though the results are. So, I wrote a page about [[Alien Missions in Enemy Unknown (OpenXcom)]] but describing the process from the OpenXcom&#039;s code perspective. But since you&#039;re familiar with the original game&#039;s code I&#039;m wondering if you could adapt its contents to the original game&#039;s code and update the Alien Missions page since you&#039;re way more qualified than me. Just an idea. :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:03, 6 December 2014 (EST)&lt;br /&gt;
:Something I don&#039;t quite understand is what you mean by missions. In your various postings about alien missions in openxcom, you talk about the different trajectories and how a UFO uses them.  Missions and trajectories are different things.  The way missions are selected and completed has nothing to do with their flight patterns.  Is this what your wanting to discuss, not how missions are selected or how they are completed? - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 19:41, 29 December 2014 (EST)&lt;br /&gt;
::I&#039;m interested in describing the whole process behind alien missions in the original game: how the mission is selected, how the UFOs are assigned to it and how their flight patterns are determined and finally what happens (score) when the mission is completed. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:21, 29 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
Recently I joined article writers and created several pages. Almost immediately, I faced with the duplicated information problem. Sometimes page should contain the same string twice and it is really pain in ass to update such strings. Maybe I am blinded but currently there is no way to use variables. So, is it possible to install pretty extension called “Variables”? Here is the link: https://www.mediawiki.org/wiki/Extension:Variables [[User:El.|El.]] ([[User talk:El.|talk]]) 12:00, 5 July 2015 (EST)&lt;br /&gt;
:Hey there. I noticed the insane amount of templates that you guys were creating for Long War and I wondered how necessary they were. I can ask Pete (site owner) about the Variable extensions, I have never used them myself though. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 6 July 2015 (EDT)&lt;br /&gt;
::I personally have created pages and templates only for russian language from scratch. So yes, I realy need them :). It would be cool if Pete did the favour for guys who need variables. --[[User:El.|El.]] ([[User talk:El.|talk]]) 02:50, 7 July 2015 (EDT)&lt;br /&gt;
:::Just to let you know that I&#039;ve emailed Pete about the Variables, now I&#039;m waiting for an answer. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:40, 8 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spam flood ==&lt;br /&gt;
&lt;br /&gt;
Shit&#039;s fuuuuuuuuuuuuuuuuuuuuuucked! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:08, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Working as intended ==&lt;br /&gt;
&lt;br /&gt;
Just FYI the bot was working as intended. More info on my talk page. Now I just need to figure-out why the tables are breaking in such a weird way. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 18:47, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tvol-bot ==&lt;br /&gt;
&lt;br /&gt;
Do you think you could flag [[User:Tvol-bot]] as a bot? I&#039;m doing a lot of batch processing on the wiki with it. And I&#039;m sure other people might appreciate not seeing the wall of edits in the recent changes (or at least I certainly would :P ).  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:22, 28 January 2017 (UTC)&lt;br /&gt;
:I have no idea if that&#039;s even possible to do on this wiki... do you know how to do it?[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 01:31, 28 January 2017 (UTC)&lt;br /&gt;
::Should be somewhere [[Special:UserRights|in here]]. Otherwise poke around [[Special:AdminLinks]]. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:37, 28 January 2017 (UTC)&lt;br /&gt;
:::OK, I&#039;m not authorized to make edits on the [[Special:UserRights]] and I can&#039;t find anything about bots on [[Special:AdminLinks]], so that&#039;s above my pay grade. Just go ahead with the bot for the mass edits - there might be some complaints but the amount of edits is natural since we&#039;re creating a whole new section and people should understand that, without edit things don&#039;t get done in a wiki :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:51, 28 January 2017 (UTC)&lt;br /&gt;
::::Seems like I have access to that section, so have given Tvol-bot bot status. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 22:04, 28 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Strangeness ==&lt;br /&gt;
&lt;br /&gt;
Do you have any idea what is going on here? [[:File:UIPerk_aceinthehole.png]] [[File:UIPerk_aceinthehole.png]] The current revision is stuck as the original. But you can see from my upload attempts that the &#039;&#039;new&#039;&#039; images &#039;&#039;were&#039;&#039; successfully uploaded. The catch is that each time I would upload one, I would see the most recent version as the original. Which...makes no god damn sense. O.o Maybe the server needs a restart. Or a massive kick in the pants, either or. I&#039;m fine with both. (Edit: I would try a mass delete and re-upload, which would almost guarantee this would be fixed but I don&#039;t have the perms.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:24, 29 January 2017 (UTC)&lt;br /&gt;
: Right now it&#039;s working properly it seems. I have no idea what was going on. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 00:40, 31 January 2017 (UTC)&lt;br /&gt;
:: Thinking about this, it&#039;s likely you were seeing the local copy in your browser&#039;s cache rather than the latest copy on the server. The next time this happens, try doing a full refresh of the page with a shift-reload to re-download the content from the server and see if that sorts the problem. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:42, 1 February 2017 (UTC)&lt;br /&gt;
:Fraid not. That&#039;s the first thing I tried. I tried a full page refresh, purging my entire browser cache, and then on a whim I tried doing all that on Safari (on 2 computers), Edge (on one), Firefox (on all three), and Brave (again on all three). It&#039;s definitely not a caching issue on my end. For some reason the wiki is slow in updating the pointer to where the current revision is stored when it gets called on a page. The good news is that it eventually does do it, it just takes a while (half hour to an hour). --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:32, 1 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User CSS ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to enable user CSS ( &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;$wgAllowUserCss&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; )? I&#039;m trying to test-out CSS to make {{Tl|Ability (LW2)}} better. What I want to do is have that extra info icon invert its color (like the game does; I&#039;ll make a custom image for that later), and set a div underneath the ability to appear (which would hold the ability&#039;s extended info text, so it appears under it only when rolled-over). With access to user CSS I can test this, and later add it to the Common.css file (well I couldn&#039;t, but someone else with admin rights could). Otherwise there&#039;s no good way of going about it.&lt;br /&gt;
&lt;br /&gt;
Alternately I can add CSS to each ability template &#039;&#039;in theory&#039;&#039;, but in practice every time I try to add any CSS in the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags the server hurks and doesn&#039;t show me the preview page. It also might add an issue with server and browser load. The wiki would probably do well [https://www.mediawiki.org/wiki/Extension:CSS to be using this extension] instead anyway. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 04:28, 31 January 2017 (UTC)&lt;br /&gt;
:I&#039;ll ask Jo5hua (current site admin) about it since I dont&#039; have any skills related to this issue :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:00, 31 January 2017 (UTC)&lt;br /&gt;
::Much appreciated. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:41, 31 January 2017 (UTC)&lt;br /&gt;
: Hey Hobbes, while you&#039;re at it, do you think you could propose installing [https://www.mediawiki.org/wiki/Extension:CSS the MediaWiki CSS extension]? It allows for inclusion of complete style sheets &#039;&#039;and&#039;&#039; inline css, which could prove useful for pages where specific css is repeated. If need be (e.g. if it conflicts with the NewCSS extension) I can easily go over the wiki and convert any markup that uses the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags (though as far as I can tell, NewCSS is broken, since I can&#039;t successfully add any CSS to a page with it and have the preview come back). (Edit: And take a look at [https://www.mediawiki.org/wiki/Extension:WhiteSpace WhiteSpace] too if possible. Sorry for asking for so much, but both would eliminate some major headaches for me.)  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:55, 2 February 2017 (UTC)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Any word on this? If it&#039;s easier, there&#039;s [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css#295808 a slightly more straightforward solution.] Assuming you guys are okay with creating another group and handing me those permissions to edit the site&#039;s CSS (I promise to test thoroughly first; that&#039;s the primary reason I&#039;m asking for user CSS to be enabled).&lt;br /&gt;
&lt;br /&gt;
To summarize what I&#039;ve asked for (in order of importance) for the sake of anyone reading:&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Manual:$wgAllowUserCss Ability to use own user-specific CSS.] Editing one&#039;s own CSS (e.g. [[Special:MyPage/vector.css]] ) isn&#039;t the issue. It being active needs to be enabled by the server admin. (see: [https://www.mediawiki.org/wiki/Manual:$wgGroupPermissions $wgGroupPermissions] and [https://meta.wikimedia.org/wiki/Help:User_style User style])&lt;br /&gt;
* [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css Permissions to edit site CSS.]&lt;br /&gt;
* Depreciate [https://www.mediawiki.org/wiki/Extension:NewPageCSS Extension:NewPageCSS] and install [https://www.mediawiki.org/wiki/Extension:CSS Extension:CSS]. This is for several reasons.&lt;br /&gt;
: 1. Extension:NewPageCSS tags don&#039;t work. If added to a page with valid CSS in them, the server will not respond when the edit is submitted (not even a response error code; it just dies). (Edit: Well this &#039;&#039;was&#039;&#039; what was happening to me. They seem to be working now. Not idea why. In any case there are only three pages that use the extension right now, and Extension:CSS provides both transclusion of entire style sheets as well as parsing CSS inline.)&lt;br /&gt;
: 2. Extension:CSS was updated more recently.&lt;br /&gt;
: 3. Extension:CSS allows inclusion of other style sheets onto a page, which reduces potential repetition for any specialized CSS (it will also almost certainly be more efficient than transcluding a style sheet into the tags from Extension:NewPageCSS and then having it parse it every page load).&lt;br /&gt;
* Install [https://www.mediawiki.org/wiki/Extension:WhiteSpace Extension:WhiteSpace]. This is for my own sanity, but especially for the sanity of anyone looking at template code in the future. Consider the current [http://www.ufopaedia.org/index.php?title=Template:Ability_(LW2)&amp;amp;action=edit source code] of {{tl|Ability (LW2)}}. This will only get &#039;&#039;more&#039;&#039; complicated if/when I add interactivity via CSS.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t convinced this is a good idea, I&#039;ve made [https://jsfiddle.net/Tvol/bxjqzah3/ a fiddle] (and [https://jsfiddle.net/Tvol/w9djepcv/ another based on Mavoc&#039;s suggestions]) of  what the Ability template &#039;&#039;could&#039;&#039; look like. There are piles of other changes I would like to make, primarily to reduce duplication of effort. For example, without any default table styles other than .wikitable, changing the colours used requires an ungodly number of style tags. This makes maintenance of these templates much more difficult, and practically speaking, requires editors to be familiar with regexes and have Pywikibot installed to make any general changes to similar elements across the wiki. (It is, in short, a very bad way of doing things. It&#039;s a massive time-sink when building new templates as well because of the inevitable mistakes and bugs that crop-up from constantly repeating the same code.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 05:58, 5 February 2017 (UTC)&lt;br /&gt;
:I&#039;m not skilled to decide if this is a good idea from the technical side of the wiki, I&#039;m just forwarding your request to the appropriate person :) I got word back from Jo5hua, he thinks that there might be security issues with allowing what you&#039;re suggesting. Could you clarify this issue better? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:42, 5 February 2017 (UTC)&lt;br /&gt;
::OK, it&#039;s better if you just talk to Jo5hua directly on Skype. His Skype address is joshua.dominguez [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:42, 5 February 2017 (UTC)&lt;br /&gt;
:::Okie dokie; I&#039;ve added him as a contact on Skype. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 03:38, 6 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ADVENT Warden ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
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I don&#039;t think it&#039;s called an ADVENT Warden, but I have definitely seen that unit without having ABA installed. It probably has a different name, and it appeared during a mission to liberate a region, providing bonuses like Fire Discipline to allies.&lt;br /&gt;
:That unit is the Advent General (and there are two versions of it on LW2, one red and the other black) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:03, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long War of the Chosen ==&lt;br /&gt;
&lt;br /&gt;
Hi, not sure if this is the right place to ask, but [[Long_War_of_the_Chosen|Long War of the Chosen]] recently released its 1.0 version, complete with an official [https://steamcommunity.com/sharedfiles/filedetails/?id=2683996590 Steam Workshop release]. I was wondering if now would be a good time to add LWOTC to the list of Featured Projects on Ufopaedia&#039;s sidebar, since it seems LWOTC is what most people will be playing from now on if they wish to experience the most up-to-date version of Long War for XCOM 2.&lt;br /&gt;
&lt;br /&gt;
Just a disclaimer: I am not an official representative of the LWOTC team, but I&#039;ve been actively involved with the discord community for over a year and currently am one of the few active editors for the LWOTC part of Ufopaedia. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 22:33, 26 December 2021 (CET)&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=105205</id>
		<title>User talk:Hobbes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=105205"/>
		<updated>2021-12-26T21:30:24Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: /* Long War of the Chosen */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nav Boxes==&lt;br /&gt;
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)&lt;br /&gt;
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or, if you click to edit the code: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you&#039;ve done a template, you&#039;ll have to add it to all the relevant pages by adding at the bottom the following code: &lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Aliens (EU2012)}}&amp;lt;/nowiki&amp;gt; [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)&lt;br /&gt;
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)&lt;br /&gt;
:::: NKF, could you please post here an example of wiki table markup? I&#039;m not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
:::::Sure. I&#039;ll use wiki table markup to replicate the example navbar above. Check the source. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | {{Apoc Icon}} &#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]:&#039;&#039;&#039; [[Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80&amp;quot;| &#039;&#039;&#039;The Good:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ugly:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT)  &lt;br /&gt;
&lt;br /&gt;
::: I&#039;d quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:17, 26 April 2013 (EDT)&lt;br /&gt;
:::: Might be better to use only the loading screen images on the Navbar. I&#039;ll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)&lt;br /&gt;
:::: How about something like this?&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The layout and appearance looks perfect to me, but I don&#039;t like the use of style templates within the table - guess what THEY conflict with?&lt;br /&gt;
&lt;br /&gt;
: Starting a cell with a ! instead of a | is enough to tell the wiki it&#039;s to be a header cell, there&#039;s no need to use a template for that. I&#039;ve hence modified the above table to do away with templates as an example.&lt;br /&gt;
&lt;br /&gt;
: If adding it to the map pages as a template, could I also ask for a &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag to go in as well? Doesn&#039;t actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.&lt;br /&gt;
&lt;br /&gt;
: - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 22:12, 27 April 2013 (EDT)&lt;br /&gt;
:: Just made a few more and edits and I&#039;ve moved it into [[Template: Maps Navbar (EU2012)]]. I&#039;ll add it later, along with the &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)&lt;br /&gt;
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that&#039;s for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:54, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spamming Accounts ==&lt;br /&gt;
&lt;br /&gt;
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)&lt;br /&gt;
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Undo? ==&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;haven&#039;t&#039;&#039;. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)&lt;br /&gt;
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=next&amp;amp;oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=52278&amp;amp;oldid=52277])&lt;br /&gt;
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)&lt;br /&gt;
:::That&#039;s possible as well but you get a warning that someone has edited and saved a new version of the page while you&#039;re editing. To try to avoid this situation it&#039;s better to edit the EW main page by subsections if you&#039;re only adding a couple lines of text. But since we&#039;re now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== New template / standardized words / main testing page ==&lt;br /&gt;
&lt;br /&gt;
Hey Hobbes, since you&#039;re very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.&lt;br /&gt;
&lt;br /&gt;
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with &amp;quot;minor edit&amp;quot; for readability.&lt;br /&gt;
&lt;br /&gt;
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)&lt;br /&gt;
:I&#039;ve been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you&#039;ve just posed. I&#039;m following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. &lt;br /&gt;
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM &lt;br /&gt;
* Capitalize when you&#039;re using the exact term&lt;br /&gt;
* For emphasis, i.e. you&#039;re mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. &lt;br /&gt;
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).&lt;br /&gt;
* Don&#039;t write as if you&#039;re in a chat room: &#039;crits&#039;, &#039;dmg&#039; and other abbreviations should not be used. &lt;br /&gt;
* DO NOT WRITE phrases or words on full caps just for emphasis. &lt;br /&gt;
&lt;br /&gt;
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)&lt;br /&gt;
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like &amp;quot;Источник&amp;quot; is more familiar than &amp;quot;Source&amp;quot; in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)&lt;br /&gt;
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [[Bugs (EU2012)#Kinetic Strike Module and Flamethrower Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==&lt;br /&gt;
&lt;br /&gt;
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can&#039;t remember.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 14:49, 15 August 2014 (EDT)&lt;br /&gt;
: I don&#039;t remember about the Flamethrower. All rounding of numbers is usually down in EU2012. The bug continues to upgrade the weapon until you play a game without getting the upgrade, IIRC, after which the next game the values are reset to normal ones. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 15 August 2014 (EDT)&lt;br /&gt;
:: OK, just had a little more time to check this. The flamethrower should be upgraded to 13 (9 + 4.5, rounded down). I never actually confirmed this personally with the Flamethrower. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:54, 15 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Well, that was rather rude ==&lt;br /&gt;
&lt;br /&gt;
http://ufopaedia.org/index.php?title=Mods_%28EU2012%29&amp;amp;action=history Connor&#039;s edit &#039;comment&#039;&lt;br /&gt;
:There are two issues here. First I agree with you that the comment wasn&#039;t a nice one. However, I also might take it in a more light manner since the stuff that he removed (XCOM/My Little Pony crossover) gets me scratching my head whether to laugh at it or to take it seriously. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:54, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Code of Infiltration ==&lt;br /&gt;
&lt;br /&gt;
I put some of the code for the infiltration routine on my [[User:Morgan525#Other_information | user page]]. I remove a lot of code so that the important stuff is easier to follow. The code only goes up to the UK as that is where the logic is easiest to follow.  If something is not clear, let me know. [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:43, 5 December 2014 (EST)&lt;br /&gt;
:Thanks a lot and yes, I can see how it works, the logic behind it is actually simpler than I was imagining it. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:28, 5 December 2014 (EST)&lt;br /&gt;
Glad to help![[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:49, 5 December 2014 (EST)&lt;br /&gt;
:Something else I&#039;m wondering if you could help. I was mentioning before that I wanted to update the page about [[Alien Missions]] with details about how the missions are generated, based on the info present in OpenXcom. But from our exchange I started realizing that the logic followed by OpenXcom might not be the same of the original game, even though the results are. So, I wrote a page about [[Alien Missions in Enemy Unknown (OpenXcom)]] but describing the process from the OpenXcom&#039;s code perspective. But since you&#039;re familiar with the original game&#039;s code I&#039;m wondering if you could adapt its contents to the original game&#039;s code and update the Alien Missions page since you&#039;re way more qualified than me. Just an idea. :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:03, 6 December 2014 (EST)&lt;br /&gt;
:Something I don&#039;t quite understand is what you mean by missions. In your various postings about alien missions in openxcom, you talk about the different trajectories and how a UFO uses them.  Missions and trajectories are different things.  The way missions are selected and completed has nothing to do with their flight patterns.  Is this what your wanting to discuss, not how missions are selected or how they are completed? - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 19:41, 29 December 2014 (EST)&lt;br /&gt;
::I&#039;m interested in describing the whole process behind alien missions in the original game: how the mission is selected, how the UFOs are assigned to it and how their flight patterns are determined and finally what happens (score) when the mission is completed. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:21, 29 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
Recently I joined article writers and created several pages. Almost immediately, I faced with the duplicated information problem. Sometimes page should contain the same string twice and it is really pain in ass to update such strings. Maybe I am blinded but currently there is no way to use variables. So, is it possible to install pretty extension called “Variables”? Here is the link: https://www.mediawiki.org/wiki/Extension:Variables [[User:El.|El.]] ([[User talk:El.|talk]]) 12:00, 5 July 2015 (EST)&lt;br /&gt;
:Hey there. I noticed the insane amount of templates that you guys were creating for Long War and I wondered how necessary they were. I can ask Pete (site owner) about the Variable extensions, I have never used them myself though. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 6 July 2015 (EDT)&lt;br /&gt;
::I personally have created pages and templates only for russian language from scratch. So yes, I realy need them :). It would be cool if Pete did the favour for guys who need variables. --[[User:El.|El.]] ([[User talk:El.|talk]]) 02:50, 7 July 2015 (EDT)&lt;br /&gt;
:::Just to let you know that I&#039;ve emailed Pete about the Variables, now I&#039;m waiting for an answer. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:40, 8 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spam flood ==&lt;br /&gt;
&lt;br /&gt;
Shit&#039;s fuuuuuuuuuuuuuuuuuuuuuucked! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:08, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Working as intended ==&lt;br /&gt;
&lt;br /&gt;
Just FYI the bot was working as intended. More info on my talk page. Now I just need to figure-out why the tables are breaking in such a weird way. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 18:47, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tvol-bot ==&lt;br /&gt;
&lt;br /&gt;
Do you think you could flag [[User:Tvol-bot]] as a bot? I&#039;m doing a lot of batch processing on the wiki with it. And I&#039;m sure other people might appreciate not seeing the wall of edits in the recent changes (or at least I certainly would :P ).  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:22, 28 January 2017 (UTC)&lt;br /&gt;
:I have no idea if that&#039;s even possible to do on this wiki... do you know how to do it?[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 01:31, 28 January 2017 (UTC)&lt;br /&gt;
::Should be somewhere [[Special:UserRights|in here]]. Otherwise poke around [[Special:AdminLinks]]. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:37, 28 January 2017 (UTC)&lt;br /&gt;
:::OK, I&#039;m not authorized to make edits on the [[Special:UserRights]] and I can&#039;t find anything about bots on [[Special:AdminLinks]], so that&#039;s above my pay grade. Just go ahead with the bot for the mass edits - there might be some complaints but the amount of edits is natural since we&#039;re creating a whole new section and people should understand that, without edit things don&#039;t get done in a wiki :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:51, 28 January 2017 (UTC)&lt;br /&gt;
::::Seems like I have access to that section, so have given Tvol-bot bot status. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 22:04, 28 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Strangeness ==&lt;br /&gt;
&lt;br /&gt;
Do you have any idea what is going on here? [[:File:UIPerk_aceinthehole.png]] [[File:UIPerk_aceinthehole.png]] The current revision is stuck as the original. But you can see from my upload attempts that the &#039;&#039;new&#039;&#039; images &#039;&#039;were&#039;&#039; successfully uploaded. The catch is that each time I would upload one, I would see the most recent version as the original. Which...makes no god damn sense. O.o Maybe the server needs a restart. Or a massive kick in the pants, either or. I&#039;m fine with both. (Edit: I would try a mass delete and re-upload, which would almost guarantee this would be fixed but I don&#039;t have the perms.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:24, 29 January 2017 (UTC)&lt;br /&gt;
: Right now it&#039;s working properly it seems. I have no idea what was going on. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 00:40, 31 January 2017 (UTC)&lt;br /&gt;
:: Thinking about this, it&#039;s likely you were seeing the local copy in your browser&#039;s cache rather than the latest copy on the server. The next time this happens, try doing a full refresh of the page with a shift-reload to re-download the content from the server and see if that sorts the problem. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:42, 1 February 2017 (UTC)&lt;br /&gt;
:Fraid not. That&#039;s the first thing I tried. I tried a full page refresh, purging my entire browser cache, and then on a whim I tried doing all that on Safari (on 2 computers), Edge (on one), Firefox (on all three), and Brave (again on all three). It&#039;s definitely not a caching issue on my end. For some reason the wiki is slow in updating the pointer to where the current revision is stored when it gets called on a page. The good news is that it eventually does do it, it just takes a while (half hour to an hour). --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:32, 1 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User CSS ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to enable user CSS ( &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;$wgAllowUserCss&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; )? I&#039;m trying to test-out CSS to make {{Tl|Ability (LW2)}} better. What I want to do is have that extra info icon invert its color (like the game does; I&#039;ll make a custom image for that later), and set a div underneath the ability to appear (which would hold the ability&#039;s extended info text, so it appears under it only when rolled-over). With access to user CSS I can test this, and later add it to the Common.css file (well I couldn&#039;t, but someone else with admin rights could). Otherwise there&#039;s no good way of going about it.&lt;br /&gt;
&lt;br /&gt;
Alternately I can add CSS to each ability template &#039;&#039;in theory&#039;&#039;, but in practice every time I try to add any CSS in the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags the server hurks and doesn&#039;t show me the preview page. It also might add an issue with server and browser load. The wiki would probably do well [https://www.mediawiki.org/wiki/Extension:CSS to be using this extension] instead anyway. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 04:28, 31 January 2017 (UTC)&lt;br /&gt;
:I&#039;ll ask Jo5hua (current site admin) about it since I dont&#039; have any skills related to this issue :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:00, 31 January 2017 (UTC)&lt;br /&gt;
::Much appreciated. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:41, 31 January 2017 (UTC)&lt;br /&gt;
: Hey Hobbes, while you&#039;re at it, do you think you could propose installing [https://www.mediawiki.org/wiki/Extension:CSS the MediaWiki CSS extension]? It allows for inclusion of complete style sheets &#039;&#039;and&#039;&#039; inline css, which could prove useful for pages where specific css is repeated. If need be (e.g. if it conflicts with the NewCSS extension) I can easily go over the wiki and convert any markup that uses the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags (though as far as I can tell, NewCSS is broken, since I can&#039;t successfully add any CSS to a page with it and have the preview come back). (Edit: And take a look at [https://www.mediawiki.org/wiki/Extension:WhiteSpace WhiteSpace] too if possible. Sorry for asking for so much, but both would eliminate some major headaches for me.)  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:55, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any word on this? If it&#039;s easier, there&#039;s [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css#295808 a slightly more straightforward solution.] Assuming you guys are okay with creating another group and handing me those permissions to edit the site&#039;s CSS (I promise to test thoroughly first; that&#039;s the primary reason I&#039;m asking for user CSS to be enabled).&lt;br /&gt;
&lt;br /&gt;
To summarize what I&#039;ve asked for (in order of importance) for the sake of anyone reading:&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Manual:$wgAllowUserCss Ability to use own user-specific CSS.] Editing one&#039;s own CSS (e.g. [[Special:MyPage/vector.css]] ) isn&#039;t the issue. It being active needs to be enabled by the server admin. (see: [https://www.mediawiki.org/wiki/Manual:$wgGroupPermissions $wgGroupPermissions] and [https://meta.wikimedia.org/wiki/Help:User_style User style])&lt;br /&gt;
* [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css Permissions to edit site CSS.]&lt;br /&gt;
* Depreciate [https://www.mediawiki.org/wiki/Extension:NewPageCSS Extension:NewPageCSS] and install [https://www.mediawiki.org/wiki/Extension:CSS Extension:CSS]. This is for several reasons.&lt;br /&gt;
: 1. Extension:NewPageCSS tags don&#039;t work. If added to a page with valid CSS in them, the server will not respond when the edit is submitted (not even a response error code; it just dies). (Edit: Well this &#039;&#039;was&#039;&#039; what was happening to me. They seem to be working now. Not idea why. In any case there are only three pages that use the extension right now, and Extension:CSS provides both transclusion of entire style sheets as well as parsing CSS inline.)&lt;br /&gt;
: 2. Extension:CSS was updated more recently.&lt;br /&gt;
: 3. Extension:CSS allows inclusion of other style sheets onto a page, which reduces potential repetition for any specialized CSS (it will also almost certainly be more efficient than transcluding a style sheet into the tags from Extension:NewPageCSS and then having it parse it every page load).&lt;br /&gt;
* Install [https://www.mediawiki.org/wiki/Extension:WhiteSpace Extension:WhiteSpace]. This is for my own sanity, but especially for the sanity of anyone looking at template code in the future. Consider the current [http://www.ufopaedia.org/index.php?title=Template:Ability_(LW2)&amp;amp;action=edit source code] of {{tl|Ability (LW2)}}. This will only get &#039;&#039;more&#039;&#039; complicated if/when I add interactivity via CSS.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t convinced this is a good idea, I&#039;ve made [https://jsfiddle.net/Tvol/bxjqzah3/ a fiddle] (and [https://jsfiddle.net/Tvol/w9djepcv/ another based on Mavoc&#039;s suggestions]) of  what the Ability template &#039;&#039;could&#039;&#039; look like. There are piles of other changes I would like to make, primarily to reduce duplication of effort. For example, without any default table styles other than .wikitable, changing the colours used requires an ungodly number of style tags. This makes maintenance of these templates much more difficult, and practically speaking, requires editors to be familiar with regexes and have Pywikibot installed to make any general changes to similar elements across the wiki. (It is, in short, a very bad way of doing things. It&#039;s a massive time-sink when building new templates as well because of the inevitable mistakes and bugs that crop-up from constantly repeating the same code.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 05:58, 5 February 2017 (UTC)&lt;br /&gt;
:I&#039;m not skilled to decide if this is a good idea from the technical side of the wiki, I&#039;m just forwarding your request to the appropriate person :) I got word back from Jo5hua, he thinks that there might be security issues with allowing what you&#039;re suggesting. Could you clarify this issue better? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:42, 5 February 2017 (UTC)&lt;br /&gt;
::OK, it&#039;s better if you just talk to Jo5hua directly on Skype. His Skype address is joshua.dominguez [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:42, 5 February 2017 (UTC)&lt;br /&gt;
:::Okie dokie; I&#039;ve added him as a contact on Skype. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 03:38, 6 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ADVENT Warden ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think it&#039;s called an ADVENT Warden, but I have definitely seen that unit without having ABA installed. It probably has a different name, and it appeared during a mission to liberate a region, providing bonuses like Fire Discipline to allies.&lt;br /&gt;
:That unit is the Advent General (and there are two versions of it on LW2, one red and the other black) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:03, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long War of the Chosen ==&lt;br /&gt;
&lt;br /&gt;
Hi, not sure if this is the right place to ask, but [[Long_War_of_the_Chosen|Long War of the Chosen]] recently released its 1.0 version, complete with an official [https://steamcommunity.com/sharedfiles/filedetails/?id=2683996590 Steam Workshop release]. I was wondering if now would be a good time to add LWOTC to the list of Featured Projects on Ufopaedia&#039;s sidebar, since it seems LWOTC is what most people will be playing from now on if they wish to experience the most up-to-date version of Long War for XCOM 2.&lt;br /&gt;
&lt;br /&gt;
Just a disclaimer: I am not an official representative of the LWOTC team, but I&#039;ve been actively involved with the discord community for over a year and currently am one of the few active editors for the LWOTC part of Ufopaedia.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_of_the_Chosen&amp;diff=105204</id>
		<title>Long War of the Chosen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_of_the_Chosen&amp;diff=105204"/>
		<updated>2021-12-26T18:53:16Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: A few changes to reflect LWOTC now being in 1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lwotc.png|x256px|right]]Welcome to the &#039;&#039;&#039;XCOM2: Long War of the Chosen&#039;&#039;&#039; wiki, a part of &#039;&#039;&#039;UFOPaedia.org&#039;&#039;&#039;. Long War of the Chosen (LWOTC) is a mod primarily focused on porting &#039;&#039;&#039;[[Long War 2]]&#039;&#039;&#039; to work with the &#039;&#039;&#039;[[XCOM 2: War of the Chosen]]&#039;&#039;&#039; expansion, but includes [[Differences_from_Long_War_2_(LWOTC)|several important changes from Long War 2]] as well. As Long War 2, Long War of the Chosen introduces many changes, large and small, to the vanilla version of the game. It is longer and more complex than the vanilla version but gives you many more tools to combat the alien threat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This wiki is meant to explain the main changes from both the Long War 2 and vanilla War of the Chosen experiences and &#039;&#039;&#039;&#039;&#039;it is a work in progress&#039;&#039;&#039;&#039;&#039; - everyone can contribute by creating an Ufopaedia &#039;&#039;account&#039;&#039; and &#039;&#039;editing&#039;&#039; the pages. Please use the &#039;&#039;Talk&#039;&#039; button to discuss any aspects of this wiki. If you want to discuss the mod with its creators and community, please use the [https://discord.com/invite/vv5yJF9 Long War of the Chosen Discord server].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for the original mod for &#039;&#039;&#039;[[XCOM2]]&#039;&#039;&#039;, see &#039;&#039;&#039;[[Long War 2]]&#039;&#039;&#039;. If you&#039;re looking for the original mod for XCOM:EU/EW, see &#039;&#039;&#039;[[Long War]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting with version &#039;&#039;&#039;1.0&#039;&#039;&#039;, Long War of the Chosen is &#039;&#039;&#039;no longer in Beta&#039;&#039;&#039; and is now available on [https://steamcommunity.com/sharedfiles/filedetails/?id=2683996590 Steam Workshop]! Balance changes and other gameplay tweaks may still come in the future, but new versions will likely be released less frequently than while LWOTC was in Beta.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Long War of the Chosen Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2: War of the Chosen]]&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWOTC)&amp;diff=105180</id>
		<title>Equipment (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWOTC)&amp;diff=105180"/>
		<updated>2021-12-23T17:58:44Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: The entire page now uses LWOTC tables instead of LW2 ones. Some of the tables were updated with new effects and clearer descriptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}[[File: Soldiers_Equipment_Long_War.png|left|192px|]]In Long War of the Chosen, soldier equipment has been changed from vanilla:&lt;br /&gt;
* Every soldier starts with 3 utility slots.&lt;br /&gt;
* Each item equipped reduces Mobility by 1.&lt;br /&gt;
* Light and Heavy Armor have 1 less utility slot. Heavy Armor gets a Heavy Weapon slot instead.&lt;br /&gt;
* Starting items are unlimited and don&#039;t need to be purchased individually.&lt;br /&gt;
* Grenades do not have a limit per soldier, but they have a 1 turn cooldown after throwing one.&lt;br /&gt;
* Grenadiers have an extra slot for a grenade, that also reduces Mobility. They also do not have a cooldown for launching grenades. &lt;br /&gt;
&lt;br /&gt;
== Protective Gear ==&lt;br /&gt;
These items improve soldier&#039;s survivability through various means. Soldiers can only carry one Plating item and one Vest item at a time.&lt;br /&gt;
&lt;br /&gt;
=== Plating ===&lt;br /&gt;
These items grant Ablative Health, which cannot be healed during a mission after being lost, but losing them does not count towards taking a wound and does not incur recovery time after the battle. A soldier can equip only one Plating at a time.&lt;br /&gt;
{{Plating_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
=== Vests ===&lt;br /&gt;
These items provide bonus Health and an additional perk. A soldier can equip only one Vest at a time.&lt;br /&gt;
{{Vests_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
== Grenades ==&lt;br /&gt;
Grenades can be carried by any class, but [[Grenadier_(LWOTC)|Grenadiers]] particularly excel with them: they can launch them with extended range and radius with their Grenade Launchers, they have an extra equipment slot that can only be used for a grenade, and they get perks to further increase their effectiveness.&lt;br /&gt;
{{Grenades_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
== Special Ammo ==&lt;br /&gt;
Special Ammo can be equipped to provide additional effects when shooting the soldier&#039;s primary weapon or an equipped pistol. A soldier can equip only one Ammo at a time.&lt;br /&gt;
{{Ammunition_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
These items provide utility in various other ways.&lt;br /&gt;
{{UtilityItems_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
== Personal Combat Sims ==&lt;br /&gt;
{{CombatSims_(LWOTC)}}&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Vests_(LWOTC)&amp;diff=105179</id>
		<title>Template:Vests (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Vests_(LWOTC)&amp;diff=105179"/>
		<updated>2021-12-23T17:54:31Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Copied from the LW2 page. Nothing changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name!!rowspan=&amp;quot;2&amp;quot;|[[File:LW2 Health.png|x32px|Health Bonus]]&amp;lt;br /&amp;gt;Health Bonus !!rowspan=&amp;quot;2&amp;quot;| Special properties&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| [[File:XCOM2 Icon science.png|x32px|Tech Prerequisites]]&amp;lt;br&amp;gt;Prerequisites !! colspan=&amp;quot;4&amp;quot;|Cost !!rowspan=&amp;quot;2&amp;quot;|[[File:XCOM2 UIEvent blackmarket.png|x32px|Black Market Sell Value]]&amp;lt;br /&amp;gt;Black Market Value&lt;br /&gt;
|-&lt;br /&gt;
! [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]&amp;lt;br /&amp;gt;Supplies !! [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]&amp;lt;br /&amp;gt;Alloys !! [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]&amp;lt;br /&amp;gt;Elerium Crystals !! [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]&amp;lt;br /&amp;gt;Corpses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Nano_Fiber_Vest.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Nanoscale Vest || 2 || -25 chance to be critically hit || [[Research_(LW2)#Hybrid_Materials|Hybrid Materials]]&lt;br /&gt;
| 5 || 1 || 0 || - || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Hazmat_Vest.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hazmat Vest || 3 || Immunity to fire, acid and poison || [[Proving_Ground_(LW2)#Armor_and_Vests|Hazmat Vests]]&lt;br /&gt;
| 15 || 1 || 0 || -|| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Armor_Harness.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Vest || 3 || +1 Armor || [[Proving_Ground_(LW2)#Armor_and_Vests|Tactical Vests]]&lt;br /&gt;
| 20 || 2 || 0 || 1x Muton Corpse|| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Stasis_Vest.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Vest || 5 || Restores 2 HP per turn, up to 8 total || [[Proving_Ground_(LW2)#Armor_and_Vests|Stasis Vests]]&lt;br /&gt;
| 20 || 2 || 2 || 1x ADVENT Shieldbearer Corpse|| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Hellweave.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hellweave Vest || 6 || Deals 2-4 damage and inflicts burning to melee attackers || [[Proving_Ground_(LW2)#Armor_and_Vests|Hellweave]]&lt;br /&gt;
| 30 || 3 || 3 || 1x Berserker Corpse|| 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW2 Inv Tarantula Suit 512.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Chameleon Suit || 0 || Reduces the soldier&#039;s [[Infiltration_(LW2)|infiltration time]] || [[Proving_Ground_(LW2)#Armor_and_Vests|Chameleon Suits]]&lt;br /&gt;
| 25 || 0 || 2 || 1x Faceless Corpse|| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:UtilityItems_(LWOTC)&amp;diff=105178</id>
		<title>Template:UtilityItems (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:UtilityItems_(LWOTC)&amp;diff=105178"/>
		<updated>2021-12-23T17:52:39Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Copied from the LW2 page. Made Mindshield&amp;#039;s and Overdrive Serum&amp;#039;s descriptions more clear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name!!rowspan=&amp;quot;2&amp;quot;|Effect&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| [[File:XCOM2 Icon science.png|x32px|Tech Prerequisites]]&amp;lt;br&amp;gt;Prerequisites !! colspan=&amp;quot;4&amp;quot;|Cost !!rowspan=&amp;quot;2&amp;quot;|[[File:XCOM2 UIEvent blackmarket.png|x32px|Black Market Sell Value]]&amp;lt;br /&amp;gt;Black Market Value&lt;br /&gt;
|-&lt;br /&gt;
! [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]&amp;lt;br /&amp;gt;Supplies !! [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]&amp;lt;br /&amp;gt;Elerium Crystals !! [[File:XCOM2 Inv Elerium Core.png|x32px|Elerium Cores]]&amp;lt;br /&amp;gt;Elerium Cores!! [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]&amp;lt;br /&amp;gt;Corpses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Medkit.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medikits&lt;br /&gt;
|Heals 4 HP on use. Can be used with [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]].&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| XCOM starts with an unlimited supply &lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_MedkitMK2.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Nanomedikits&lt;br /&gt;
|Heals 6 HP on use. Can be used with [[Perk_List_(LWOTC)#Medical_Protocol|Medical Protocol]].&lt;br /&gt;
| [[Proving_Ground_(LW2)#Battlefield_Medicine|Battlefield Medicine]] || 10 || 1 || - || - || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Skulljack.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Skulljack&lt;br /&gt;
|Enables enemy Skulljacking, instantly killing the target and gaining a bonus.&amp;lt;br&amp;gt;If [[Proving_Ground_(LW2)#Skullmining|Skullmining]] has been completed, grants +25 Hacking.&lt;br /&gt;
| [[Proving_Ground_(LW2)#Skulljack|Skulljack]] || 20 || - || - || 1x ADVENT Officer Corpse || -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_MindShield.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mindshield&lt;br /&gt;
|Grants immunity from negative mental effects, like disorientation, stun, panic or mind control.&lt;br /&gt;
| [[Research_(LW2)#Sectoid_Autopsy|Sectoid Autopsy]] || 10 || 1 || - || 1x Sectoid Corpse || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Neurowhip.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neurowhip&lt;br /&gt;
|Grants 10 Psi Offense, but reduces Will by 10.&lt;br /&gt;
| [[Research_(LW2)#Psionics|Psionics]] || 20 || 3 || - || 1x Sectoid Corpse || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Combat_Stims.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overdrive Serum&lt;br /&gt;
|Grants immunity from negative mental effects, +2 armor and +50% mobility, rounded down (calculated from the soldier&#039;s base mobility, not including items or buffs) for 2 turns.&amp;lt;br&amp;gt;Using does not take an action.&amp;lt;br&amp;gt;Once used, the item is permanently removed from the soldier&#039;s inventory and needs to be purchased again.&lt;br /&gt;
| [[Research_(LW2)#Berserker_Autopsy|Berserker Autopsy]] || 3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Plating_(LWOTC)&amp;diff=105177</id>
		<title>Template:Plating (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Plating_(LWOTC)&amp;diff=105177"/>
		<updated>2021-12-23T17:43:45Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Copied from the LW2 page. Nothing changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name!!rowspan=&amp;quot;2&amp;quot;|[[File:LW2 Health.png|x32px|Health Bonus]]&amp;lt;br /&amp;gt;Health Bonus &lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| [[File:XCOM2 Icon science.png|x32px|Tech Prerequisites]]&amp;lt;br&amp;gt;Prerequisites !! colspan=&amp;quot;2&amp;quot;|Cost !!rowspan=&amp;quot;2&amp;quot;|[[File:XCOM2 UIEvent blackmarket.png|x32px|Black Market Sell Value]]&amp;lt;br /&amp;gt;Black Market Value&lt;br /&gt;
|-&lt;br /&gt;
! [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]&amp;lt;br /&amp;gt;Alloys !! [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]&amp;lt;br /&amp;gt;Corpses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Flame_Sealant.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ceramic Plating || +2 Ablative &lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;| XCOM starts with an unlimited supply&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Nano_Fiber_Sark.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Alloy Plating || +3 Ablative || [[Proving_Ground_(LW2)#Armor_and_Vests|Alloy Plating]]&lt;br /&gt;
| 1 || 1x ADVENT Trooper Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Inv Heat Absorption.png |x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Chitin Plating || +4 Ablative || [[Proving_Ground_(LW2)#Armor_and_Vests|Chitin Plating]]&lt;br /&gt;
| 2 || 1x Chryssalid Corpse || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW2 Inv Power Armor512.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Carapace Plating || +5 Ablative || [[Proving_Ground_(LW2)#Armor_and_Vests|Carapace Plating]]&lt;br /&gt;
| 3 || 1x Muton Elite Corpse || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LWOTC)&amp;diff=105176</id>
		<title>Template:Grenades (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Grenades_(LWOTC)&amp;diff=105176"/>
		<updated>2021-12-23T17:43:01Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Copied from the LW2 page. Emphasized that enemies are more likely to target the decoy than your soldiers in Mimic Beacon&amp;#039;s description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name!!rowspan=&amp;quot;2&amp;quot;|[[File:LW2Damage.png|x32px|Grenade damage]]&amp;lt;br /&amp;gt;Damage !!rowspan=&amp;quot;2&amp;quot;|[[File:LW_AbilityBombard.png|x32px|Range]]&amp;lt;br /&amp;gt;Range!!rowspan=&amp;quot;2&amp;quot;| [[File:UIPerk volatilemix.png|x32px|Radius]]&amp;lt;br /&amp;gt;Radius!!rowspan=&amp;quot;2&amp;quot;| Special properties&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| [[File:XCOM2 Icon science.png|x32px|Tech Prerequisites]]&amp;lt;br&amp;gt;Prerequisites !! colspan=&amp;quot;5&amp;quot;|Cost !!rowspan=&amp;quot;2&amp;quot;|[[File:XCOM2 UIEvent blackmarket.png|x32px|Black Market Sell Value]]&amp;lt;br /&amp;gt;Black Market Value&lt;br /&gt;
|-&lt;br /&gt;
! [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]&amp;lt;br /&amp;gt;Supplies !! [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]&amp;lt;br /&amp;gt;Alloys !! [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]&amp;lt;br /&amp;gt;Elerium Crystals !! [[File:XCOM2 Inv Elerium Core.png|x32px|Elerium Cores]]&amp;lt;br /&amp;gt;Elerium Cores!! [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]&amp;lt;br /&amp;gt;Corpses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Frag_Grenade.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Frag Grenade || 2-5 || 10 || 3 || 9 Environmental Damage&amp;lt;br&amp;gt;Shreds 1 Armor&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| XCOM starts with an unlimited supply &lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Plasma_Grenade.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Grenade || 4-8 || 10 || 3 || 9 Environmental Damage&amp;lt;br&amp;gt;Shreds 2 Armor&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Plasma Grenades]] || 10 || 1 || 0 || 1 || - || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Power_Cell.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shaped Charge || - || 3 || 2 || 100 Environmental Damage&lt;br /&gt;
| - || 10 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Flashbang_Grenade.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashbang Grenade || - || 12 || 5 || Disorients enemies&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| XCOM starts with an unlimited supply &lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Smoke_Grenade.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smoke Grenade || - || 15 || 5 || Grants +20 Defense and negates flanking bonuses while in smoke&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| XCOM starts with an unlimited supply &lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Smoke_GrenadeMK2.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Smoke Bomb || - || 15 || 6 || Grants +20 Defense and negates flanking bonuses while in smoke&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Smoke Bombs]] || 10 || - || - || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Battle_Scanner.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Battle Scanners|| - || 28 || 12 || Detects enemies in an area&amp;lt;br&amp;gt;Reveals disguised [[Faceless (LW2)|Faceless]] and burrowed [[Chryssalid (LW2)|Chryssalids]]&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Battlescanners]] || 10 || 0 || 1 || 0 || 1x Drone Wreck || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Firebomb.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incendiary Grenade  || 4-9 || 10 || 1 || 75% chance of setting enemies and terrain on fire&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Incendiary Grenades]] || 10 || 1 || - || 1 || 1x ADVENT Officer Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_FirebombMK2.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Incendiary Bomb  || 4-9 || 10 || 2 || 85% chance of setting enemies and terrain on fire&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Incendiary Bombs]] || 20 || 1 || 2 || 1 || 2x ADVENT Officer Corpse || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Acid_Bomb.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Grenade  || 1-3 || 10 || 1 || Shreds 4 Armor&amp;lt;br&amp;gt;Inflicts Rupture (1 damage)&amp;lt;br&amp;gt;Creates acid pools, inflicting Acid on enemies inside&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Acid Grenades]] || 10 || 1 || - || 1 || 1x Archon Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Acid_BombMK2.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Bomb  || 1-4 || 10 || 2 || Shreds 5 Armor&amp;lt;br&amp;gt;Inflicts Rupture (1 damage)&amp;lt;br&amp;gt;Creates acid pools, inflicting Acid on enemies inside&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Acid Bombs]] || 20 || 1 || 2 || 1 || 2x Archon Corpse || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Gas_Grenade.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Grenade || 1-3 || 10 || 5 || Creates poison gas cloud, poisoning enemies inside&amp;lt;br&amp;gt;Ignores Armor&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Gas Grenades]] || 10 || 1 || - || 1 || 1x Viper Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Gas_GrenadeMK2.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Bomb || 1-4 || 10 || 6 || Creates poison gas cloud, poisoning enemies inside&amp;lt;br&amp;gt;Ignores Armor&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Gas Bombs]] || 20 || 1 || 2 || 1 || 2x Viper Corpse || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Emp_Grenade.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;EMP Grenade || 4-8 || 12 || 4 ||Only damages Robotic units&amp;lt;br&amp;gt;Reduces Hack Defense by 10&amp;lt;br&amp;gt;Ignores Armor&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|EMP Grenades]] || 10 || 1 || - || 1 || 1x Drone Wreck|| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Emp_GrenadeMK2.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;EMP Bomb || 6-12 || 12 || 5 || Only damages Robotic units&amp;lt;br&amp;gt;Reduces Hack Defense by 15&amp;lt;br&amp;gt;Ignores Armor&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|EMP Bombs]] || 20 || 1 || 2 || 1 || 1x ADVENT Mec Wreck || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Proximity_Mine.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Proximity Mine || 4-9 || 14 || 3 || Explodes when an enemy moves within blast radius&amp;lt;br&amp;gt;9 Environmental Damage&amp;lt;br&amp;gt;Shreds 1 Armor&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Proximity Mine]] || 40 || - || 10 || 1 || 1x Sectopod Wreck|| 15&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Mimic_Beacon.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mimic Beacon || - || 10 || 1 || Creates a decoy soldier&amp;lt;br&amp;gt;Enemies are much more likely to target the decoy than your other soldiers&lt;br /&gt;
| [[Proving_Ground_(LW2)#Grenades|Mimic Beacon]] || 60 || - || - || 1 || 1x Gatekeeper Shell || 50&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Frost_Bomb.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Frost Bomb || - || 10 || 2 || Freezes enemies&lt;br /&gt;
| [[Proving_Ground_(LW2)#Hunter_Weapons_and_Alien_Armor|Frost Bombs]] &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Granted on project completion || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:CombatSims_(LWOTC)&amp;diff=105175</id>
		<title>Template:CombatSims (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:CombatSims_(LWOTC)&amp;diff=105175"/>
		<updated>2021-12-23T17:41:47Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Copied from the LW2 page. Added a bit of an intro about how PCS work and where to get them, as well as updated the descriptions of the perk PCS a bit to make their effects more clear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Personal Combat Sims (PCS) in LWOTC work similarly to how they did in vanilla XCOM 2. They can drop as loot from enemies and be bought from the Black Market, and a few of them can be made directly from Engineering on The Avenger. They can be equipped by all non-[[SPARK_(LWOTC)|SPARK]] soldiers, and can be replaced by another PCS whenever deemed necessary, but doing so deletes the soldier&#039;s previously equipped PCS.&lt;br /&gt;
&lt;br /&gt;
Values inside ( ) are possible after completing the Integrated Warfare [[Guerrilla_Tactics_School_(LWOTC)|GTS]] project, which adds a flat +1 to the effect of Conditioning and Speed PCS, while improving most other PCS by 25% (rounded). PCS which grant perks (listed in the second table) are unaffected by this project.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Icon !! Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_dodge.png|32px]] || Agility || +Dodge || 10-15 (12-18) || 15-20 (18-25) || 20-25 (25-31)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_implants_health.png|32px]] || Conditioning || +Health || 1 (2) || 2 (3) || 3 (4)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_defense.png|32px]] || Defense || +Defense || 3-5 || 6-8 || 9-10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_implants_will.png|32px]] || Focus || +Will || 10-15 (12-18) || 15-20 (18-25) || 20-25 (25-31)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_firecontrol.png|32px]] || Fire Control || Do not take Overwatch shot below (x)% chance to hit || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_hacking.png|32px]] ||Hacking || +Hacking || 5-7 (6-8) || 8-11 (10-13) || 12-15 (15-18)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_implants_offense.png|32px]] || Perception || +Aim || 3-4 || 5-6 || 7-8&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_implants_psi.png|32px]] || Psi || +PsiOffense || 3-5 || 6-8 || 9-10&lt;br /&gt;
|- &lt;br /&gt;
| [[File:XCOM2_implants_mobility.png|32px]] || Speed || +Mobility || 1 (2) || 2 (3) || 3 (4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Icon !! Personal Combat Sim !! Effect&lt;br /&gt;
|- &amp;lt;!-- Absorption Fields is the internal name for Impact Fields --&amp;gt;&lt;br /&gt;
| [[File:LW_implants_impactfield.png|32px]] || Impact Fields || Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown (including the turn in which it was activated). Uses one action and doesn&#039;t automatically end your turn. Armor-Piercing weapons do not mitigate this effect.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_bodyshield.png|32px]] || Body Shield || A targeted enemy receives -20 aim and -50 critical chance against the soldier.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_threatassessment.png|32px]] || Combat Awareness || Gain 15 defense and an armor point when in overwatch. Also works when using [[Perk_List_(LWOTC)#Suppression|Suppression]] and [[Perk_List_(LWOTC)#Area_Suppression|Area Suppression]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_combatrush.png|32px]] || Combat Rush || Combat Rush triggers when you kill an enemy unit and provides allies within seven tiles +10 aim, +10 critical chance and +1 mobility. The effect lasts until the end of the following turn after the kill. It can only trigger every five turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_damagecontrol.png|32px]] || Damage Control || Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn. Taking multiple hits on successive turns extends the timer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_depthperception.png|32px]] || Depth Perception || Gain 5 aim and reduce enemies&#039; dodge by 25 when at a higher elevation than your target.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_emergencylifesupport.png|32px]] || Emergency Life Support || Emergency Life Support makes the first check for bleeding out each mission an automatic success. Adds two turns to the bleedout timer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_hyperreactivepupils.png|32px]] || Hyper-Reactive Pupils || Gain +10 aim for your next shot with your primary weapon after a miss. Bonus applies until the next time you hit a target or the mission ends. Area-of-Effect-based shots do not induce the bonus.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_ironskin.png|32px]] || Iron Skin || Incoming melee damage is reduced by 3.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LW_implants_smartmacrophages.png|32px]] || Smart Macrophages || When calculating post-mission wound recovery time, the number of hit points lost during battle is reduced by one. You are immune to poison and acid.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWOTC)&amp;diff=105174</id>
		<title>Equipment (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWOTC)&amp;diff=105174"/>
		<updated>2021-12-23T17:07:51Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Now uses the LWOTC table for ammunition, which includes the updated Redscreen Rounds description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
{{Toc_(LWOTC)|40}}[[File: Soldiers_Equipment_Long_War.png|left|192px|]]In Long War of the Chosen, soldier equipment has been changed from vanilla:&lt;br /&gt;
* Every soldier starts with 3 utility slots.&lt;br /&gt;
* Each item equipped reduces Mobility by 1.&lt;br /&gt;
* Light and Heavy Armor have 1 less utility slot. Heavy Armor gets a Heavy Weapon slot instead.&lt;br /&gt;
* Starting items are unlimited and don&#039;t need to be purchased individually.&lt;br /&gt;
* Grenades do not have a limit per soldier, but they have a 1 turn cooldown after throwing one.&lt;br /&gt;
* Grenadiers have an extra slot for a grenade, that also reduces Mobility. They also do not have a cooldown for launching grenades. &lt;br /&gt;
&lt;br /&gt;
== Protective Gear ==&lt;br /&gt;
These items improve soldier&#039;s survivability through various means. Soldiers can only carry one Plating item and one Vest item at a time.&lt;br /&gt;
&lt;br /&gt;
=== Plating ===&lt;br /&gt;
These items grant Ablative Health, which cannot be healed during a mission after being lost, but losing them does not count towards taking a wound and does not incur recovery time after the battle. A soldier can equip only one Plating at a time.&lt;br /&gt;
{{Plating_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
=== Vests ===&lt;br /&gt;
These items provide bonus Health and an additional perk. A soldier can equip only one Vest at a time.&lt;br /&gt;
{{Vests_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
== Grenades ==&lt;br /&gt;
Grenades can be carried by any class, but [[Grenadier (LW2)|Grenadiers]] particularly excel with them: they can launch them with extended range and radius with their Grenade Launchers, they have an extra equipment slot that can only be used for a grenade, and they get perks to further increase their effectiveness.&lt;br /&gt;
{{Grenades_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
== Special Ammo ==&lt;br /&gt;
Special Ammo can be equipped to provide additional effects when shooting the soldier&#039;s primary weapon or an equipped pistol. A soldier can equip only one Ammo at a time.&lt;br /&gt;
{{Ammunition_(LWOTC)}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
These items provide utility in various other ways.&lt;br /&gt;
{{UtilityItems_(LW2)}}&lt;br /&gt;
&lt;br /&gt;
== Personal Combat Sims ==&lt;br /&gt;
{{CombatSims_(LW2)}}&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Ammunition_(LWOTC)&amp;diff=105173</id>
		<title>Template:Ammunition (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Ammunition_(LWOTC)&amp;diff=105173"/>
		<updated>2021-12-23T17:06:00Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Copied from the LW2 page. Changed Redscreen Rounds effect description to match what they currently do (can&amp;#039;t stack, but remove 30 hack defense instead of 25)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name!!rowspan=&amp;quot;2&amp;quot;|Effect&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| [[File:XCOM2 Icon science.png|x32px|Tech Prerequisites]]&amp;lt;br&amp;gt;Prerequisites !! colspan=&amp;quot;5&amp;quot;|Cost !!rowspan=&amp;quot;2&amp;quot;|[[File:XCOM2 UIEvent blackmarket.png|x32px|Black Market Sell Value]]&amp;lt;br /&amp;gt;Black Market Value&lt;br /&gt;
|-&lt;br /&gt;
! [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]&amp;lt;br /&amp;gt;Supplies !! [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]&amp;lt;br /&amp;gt;Alloys !! [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]&amp;lt;br /&amp;gt;Elerium Crystals !! [[File:XCOM2 Inv Elerium Core.png|x32px|Elerium Cores]]&amp;lt;br /&amp;gt;Elerium Cores!! [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]&amp;lt;br /&amp;gt;Corpses&lt;br /&gt;
|- &lt;br /&gt;
| [[File:XCOM2_Inv_Ap_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;A.P. Rounds || Shots ignore 2 armor. &lt;br /&gt;
| [[Research_(LW2)#Alien_Biotech|Alien Biotech]]|| 10 || 1 || 0 || 0 || - || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Tracer_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tracer Rounds || Shots gain +5 aim. &lt;br /&gt;
| [[Research_(LW2)#Hybrid Materials|Hybrid Materials]]|| 10 || 0 || 1 || 0 || - || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Talon_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Talon Rounds || Shots gain +10 critical chance and +1 damage on critical hits. &lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Talon Rounds]]|| 10 || 1 || 0 || 0 || 1x Sectoid Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Venom_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Venom Rounds || Shots gain +1 damage and have 50% chance of poisoning the target. &lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Venom Rounds]]|| 10 || 0 || 1 || 0 || 1x Viper || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Bluescreen_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bluescreen Rounds || Shots gain +3 damage to robotic units and remove some defensive shields.&lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Bluescreen Rounds]]|| 10 || 0 || 1 || 0 || 1x ADVENT MEC Wreck || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Redscreen_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Redscreen Rounds || Shots lower Hack Defense by 30. Can only be applied once per target.&lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Redscreen Rounds]]|| 5 || 0 || 0 || 0 || 1x Drone Wreck || 5&lt;br /&gt;
|- &amp;lt;!-- Shredder Rounds are called FalconRounds in code --&amp;gt;&lt;br /&gt;
| [[File:XCOM2_Inv_Falcon_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shredder Rounds || Shots shred 2 armor. &lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Shredder Rounds]]|| 10 || 1 || 1 || 0 || 1x ADVENT Turret Wreck || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Needle_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Needle Rounds || Shots gain +1 damage and an additional +1 against organic ADVENT units. &lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Needle Rounds]]|| 10 || 1 || 0 || 0 || 1x Faceless Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Stiletto_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stiletto Rounds || Shots gain +1 damage and an additional +1 against organic alien units. &lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Stiletto Rounds]]|| 10 || 1 || 0 || 0 || 1x ADVENT Shieldbearer Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Flechette_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flechette Rounds || Shots gain +1 damage and an additional +1 to unarmored targets. &lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Flechette Rounds]]|| 10 || 1 || 0 || 0 || 1x Chryssalid Corpse || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2_Inv_Incendiary_Rounds.png|x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Dragon Rounds || Shots gain +1 damage and have 50% chance of setting the target on fire. &lt;br /&gt;
| [[Proving_Ground_(LW2)#Special_Ammo|Dragon Rounds]]|| 10 || 1 || 0 || 1 || 1x Muton Elite Corpse || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM2_WotC_chosen_logo.png&amp;diff=105172</id>
		<title>File:XCOM2 WotC chosen logo.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM2_WotC_chosen_logo.png&amp;diff=105172"/>
		<updated>2021-12-23T16:56:21Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Meatninja uploaded a new version of File:XCOM2 WotC chosen logo.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM2_WotC_chosen_logo.png&amp;diff=105168</id>
		<title>File:XCOM2 WotC chosen logo.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM2_WotC_chosen_logo.png&amp;diff=105168"/>
		<updated>2021-12-22T17:32:25Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Meatninja reverted File:XCOM2 WotC chosen logo.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM2_WotC_chosen_logo.png&amp;diff=105167</id>
		<title>File:XCOM2 WotC chosen logo.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM2_WotC_chosen_logo.png&amp;diff=105167"/>
		<updated>2021-12-22T17:31:47Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Meatninja reverted File:XCOM2 WotC chosen logo.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM2_WotC_chosen_logo.png&amp;diff=105124</id>
		<title>File:XCOM2 WotC chosen logo.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM2_WotC_chosen_logo.png&amp;diff=105124"/>
		<updated>2021-12-21T20:29:30Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Meatninja uploaded a new version of File:XCOM2 WotC chosen logo.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Officer_(LWOTC)&amp;diff=105098</id>
		<title>ADVENT Officer (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Officer_(LWOTC)&amp;diff=105098"/>
		<updated>2021-12-19T10:00:18Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Copied from the LW2 page. Changed frag grenade requirement from M2 + M3 to &amp;quot;All ranks&amp;quot;, since that&amp;#039;s what it actually is.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box LW2&lt;br /&gt;
|name=Elite Officer&lt;br /&gt;
|rank=3&lt;br /&gt;
|leaderforcelevel=13-20&lt;br /&gt;
|followerforcelevel=NA&lt;br /&gt;
|podmax=1&lt;br /&gt;
|picture=[[File:XCOM2_ADVENT_Captain_(1).jpg|256px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=12/16/16/18&lt;br /&gt;
|mobility=12&lt;br /&gt;
|detection=12/13/13/13&lt;br /&gt;
|offense=70/75/80/80&lt;br /&gt;
|ap=0&lt;br /&gt;
|crit=0/10/10/10&lt;br /&gt;
|defense=10/10/15/15&lt;br /&gt;
|dodge=0/15/15/15&lt;br /&gt;
|will=90/95/95/95&lt;br /&gt;
|hackdef=125&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Box LW2&lt;br /&gt;
|name=Advanced Officer&lt;br /&gt;
|rank=2&lt;br /&gt;
|leaderforcelevel=7-14&lt;br /&gt;
|followerforcelevel=NA&lt;br /&gt;
|podmax=1&lt;br /&gt;
|picture=[[File:XCOM2_ADVENT_Captain_(1).jpg|256px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=8/12/12/13&lt;br /&gt;
|mobility=12&lt;br /&gt;
|detection=12&lt;br /&gt;
|offense=65/75/75/75	&lt;br /&gt;
|ap=0&lt;br /&gt;
|crit=0/10/10/10&lt;br /&gt;
|defense=5/10/10/10&lt;br /&gt;
|dodge=0/15/15/15&lt;br /&gt;
|will=70/75/75/75&lt;br /&gt;
|hackdef=125&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Box LW2&lt;br /&gt;
|name=Officer&lt;br /&gt;
|rank=1&lt;br /&gt;
|leaderforcelevel=0-8&lt;br /&gt;
|followerforcelevel=NA&lt;br /&gt;
|podmax=1&lt;br /&gt;
|picture=[[File:XCOM2_ADVENT_Captain_(1).jpg|256px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=6/6/7/7&lt;br /&gt;
|mobility=12&lt;br /&gt;
|detection=12&lt;br /&gt;
|offense=65/75/75/75	&lt;br /&gt;
|ap=0&lt;br /&gt;
|crit=0/10/10/10&lt;br /&gt;
|defense=0&lt;br /&gt;
|dodge=0&lt;br /&gt;
|will=50/55/55/55&lt;br /&gt;
|hackdef=125&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;ADVENT Officer&#039;&#039;&#039; serves as a squad leader for ADVENT patrols. They possess better training (or alternatively &amp;quot;stricter mind control&amp;quot;) than most other ADVENT forces and can mark targets, making them priority targets in prolonged firefights.&lt;br /&gt;
&lt;br /&gt;
They are distinguishable from other ADVENT forces by their more ornate armor and half-capes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ ADVENT Officer Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UIPerk_advent_marktarget.png |38px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Mark Target&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allies gain a bonus to hit a marked unit.&#039;&#039; || All ranks&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UIPerk_fraggrenade.png |38px]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Throw Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Throw a fragmentation grenade.&#039;&#039; || All ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* As a marked target will be easier to hit, this can have the effect of causing the AI to focus fire on the marked unit in a pitched firefight.&lt;br /&gt;
* Killing an ADVENT Officer will remove their mark. Otherwise, it lasts for two turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ ADVENT Officer Potential [[Dark_Events_(LW2)|Tactical Dark Events]]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Effected Ranks !! Chance to Adopt While Active&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LW2) |b_name=1}} || All ranks || 16%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Formidable (LW2) |b_name=1}} || All ranks || 15%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Grazing Fire (LW2) |b_name=1}} || Mk3 || 33%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Sapper (LW2) |b_name=1}} || Mk3 || 25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Tactical Sense (LW2) |b_name=1}} || All ranks || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: ADVENT (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105079</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=105079"/>
		<updated>2021-12-16T21:04:39Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Factual changes: Chosen no longer appear on story missions, and needle grenades now works on any unarmored targets, whether they were initially armored or not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_Warlock|Chosen Warlock]]&lt;br /&gt;
They now act like bosses and do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Assault and Chosen Citadel Assault.&lt;br /&gt;
&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/17%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/6/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
* Sectopods&#039; HP changed from 35/60/80/100 to 35/60/80/90 (i.e. their HP remains the same on all but Legend difficulty, where it got reduced by 10).&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
====Advent Vanguard====&lt;br /&gt;
* [[Vanguard_(LWOTC)|Advent Vanguard]]&#039;s aim decreased by 5&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. This also works against targets that were initially armored but had their armor removed via shredding.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bladestorm|Bladestorm]] no longer triggers on the owning unit&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* SMGs lose 1 bonus mobility but now has higher close range bonuses and 3 ammo from 2. This makes it better as a weapon in exchange for slightly less mobility.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods]].&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* With the addition of the fatigue mechanic from WOTC, average will stat has been increased to 30 from 25 to accommadate.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
* Supply Raids, Troop Columns, UFOs now grant enemy stat bonuses based on underinfiltration (0-24%, 25-49%, 50-74%,75-99%). Underinfiltration was meant to be a risk reward system where you take on more enemies and other negative modifiers in order to complete a mission but high level players abused this mechanic and launched at 0% infiltration to gain more corpses. Enemies gain a flat Aim and Defense bonus with an HP multiplier, these bonuses increases with lower infiltration.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
The heroes have gone under a significant rework and play very differently than the base game but still serve a similar role&lt;br /&gt;
===Reapers===&lt;br /&gt;
[[Reaper (LWOTC)|Reaper]] still serves a similar role as a scout and marksman for the team. Shadow no longer has charges and instead gains a 4 turn cooldown but has been significantly reworked. All actions will reveal the reaper (except primary weapon kills with [[Perk_List_(LWOTC)#Silent_Killer|Silent Killer]]) and automatically reveals after 2 turns but never reveals when using their new secondary [[Weapons_(LWOTC)#Throwing_Knives|Throwing Knives]] which can further be improved by perks.&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
[[Skirmisher (LWOTC)|Skirmisher]] serves a similar role in being mid-frontline infantry focused primarily on combat but also some side support. Most of the skirmisher&#039;s kit is like their base counterpart but instead of having standard shots being non-turn ending, they now get [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] which grants vastly more flexibility on how to utilize their actions and changes the focus of being a stationary trooper firing off many shots to hit and run tactics.&lt;br /&gt;
===Templar===&lt;br /&gt;
[[Templar (LWOTC)|Templar]] serves a similar role as a melee focused damage dealer or using special psionic abilities but they now have an additional role they can serve. Templar now carries a [[Weapons_(LWOTC)#Ballistic_Shields|Ballistic Shields]] as their secondary which allows them to take damage better than any ally. Focus no longer grants any bonuses when holding them to discourage hoarding focus and never using them in addition to easier focus generation. Rend no longer requires a kill to grant focus but instead only requiring the attack to be made allowing for easier focus gain and allows for more liberal use of powerful abilities that cost focus. Additionally there are several perks that also grant focus to make this task even easier.&lt;br /&gt;
&lt;br /&gt;
==Tactical Changes==&lt;br /&gt;
* Poison now always lasts two turns (note exiting the cloud refreshes the duration making it last three turns). Buff to poison,venomm rounds, and gas grenades as poison always had a chance to disappear immediately and have no effect.&lt;br /&gt;
* Enemies that enter yellow/red alert (cautious/active) now gain a bonus to detection radii.&lt;br /&gt;
* Missions that extend mission timers (sitreps or map size) will also reduce reinforcement accordingly, this should help on missions that are generally longer than other missions without adding any additional difficulty.&lt;br /&gt;
* There is now a blue circle around units with close combat specialist as an indicator to where it can trigger.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=104367</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=104367"/>
		<updated>2021-11-04T22:13:27Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Updated Priest sustain chances, this time based on the .ini rather than anecdotal evidence. Also added a minor clarification about Sectopod HP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_Warlock|Chosen Warlock]]&lt;br /&gt;
They now act like bosses and do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does &#039;&#039;&#039;not&#039;&#039;&#039; include Liberation chain missions, but does include missions like Psi Gate and The Forge).&lt;br /&gt;
&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/17%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/6/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
* Sectopods&#039; HP changed from 35/60/80/100 to 35/60/80/90 (i.e. their HP remains the same on all but Legend difficulty, where it got reduced by 10).&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
====Advent Vanguard====&lt;br /&gt;
* [[Vanguard_(LWOTC)|Advent Vanguard]]&#039;s aim decreased by 5&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation (as of version Dev Build 28.2).&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bladestorm|Bladestorm]] no longer triggers on the owning unit&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Basic Perks===&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Get_Up|Get Up]] which allows reviving an unconscious unit for 2 actions. Reviving the unit always disorients them. Serves as an additional method to bring soldiers back without requiring revival protocol&lt;br /&gt;
* All soldiers now gain a new perk [[Perk_List_(LWOTC)#Stock_Strike|Stock Strike]] which stuns a mind controlled ally and deals 30% max hp. Serves as an addtional method to control your soldiers from hurting you.&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods]].&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
* Supply Raids, Troop Columns, UFOs now grant enemy stat bonuses based on underinfiltration (0-24%, 25-49%, 50-74%,75-99%). Underinfiltration was meant to be a risk reward system where you take on more enemies and other negative modifiers in order to complete a mission but high level players abused this mechanic and launched at 0% infiltration to gain more corpses. Enemies gain a flat Aim and Defense bonus with an HP multiplier, these bonuses increases with lower infiltration.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
The heroes have gone under a significant rework and play very differently than the base game but still serve a similar role&lt;br /&gt;
===Reapers===&lt;br /&gt;
[[Reaper (LWOTC)|Reaper]] still serves a similar role as a scout and marksman for the team. Shadow no longer has charges and instead gains a 4 turn cooldown but has been significantly reworked. All actions will reveal the reaper (except primary weapon kills with [[Perk_List_(LWOTC)#Silent_Killer|Silent Killer]]) and automatically reveals after 2 turns but never reveals when using their new secondary [[Weapons_(LWOTC)#Throwing_Knives|Throwing Knives]] which can further be improved by perks.&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
[[Skirmisher (LWOTC)|Skirmisher]] serves a similar role in being mid-frontline infantry focused primarily on combat but also some side support. Most of the skirmisher&#039;s kit is like their base counterpart but instead of having standard shots being non-turn ending, they now get [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] which grants vastly more flexibility on how to utilize their actions and changes the focus of being a stationary trooper firing off many shots to hit and run tactics.&lt;br /&gt;
===Templar===&lt;br /&gt;
[[Templar (LWOTC)|Templar]] serves a similar role as a melee focused damage dealer or using special psionic abilities but they now have an additional role they can serve. Templar now carries a [[Weapons_(LWOTC)#Ballistic_Shields|Ballistic Shields]] as their secondary which allows them to take damage better than any ally. Focus no longer grants any bonuses when holding them to discourage hoarding focus and never using them in addition to easier focus generation. Rend no longer requires a kill to grant focus but instead only requiring the attack to be made allowing for easier focus gain and allows for more liberal use of powerful abilities that cost focus. Additionally there are several perks that also grant focus to make this task even easier.&lt;br /&gt;
&lt;br /&gt;
==Tactical Changes==&lt;br /&gt;
* Poison now always lasts two turns (note exiting the cloud refreshes the duration making it last three turns). Buff to poison,venomm rounds, and gas grenades as poison always had a chance to disappear immediately and have no effect.&lt;br /&gt;
* Enemies that enter yellow/red alert (cautious/active) now gain a bonus to detection radii.&lt;br /&gt;
* Missions that extend mission timers (sitreps or map size) will also reduce reinforcement accordingly, this should help on missions that are generally longer than other missions without adding any additional difficulty.&lt;br /&gt;
* There is now a blue circle around units with close combat specialist as an indicator to where it can trigger.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Modding_LWOTC&amp;diff=104000</id>
		<title>Modding LWOTC</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Modding_LWOTC&amp;diff=104000"/>
		<updated>2021-10-26T14:39:06Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Extended directory path for better clarity of where to look for INIs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
This page lists every [https://en.wikipedia.org/wiki/INI_file INI file] (found in the &amp;lt;code&amp;gt;\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\LongWarOfTheChosen\Config&amp;lt;/code&amp;gt; directory) that can be modified according to the player&#039;s preferences, typically resulting in various gameplay differences. Below, you&#039;ll find what each line in the files refers to, what changes can be done, and how to accomplish them.&lt;br /&gt;
&lt;br /&gt;
==XComClassData==&lt;br /&gt;
Each soldier class is set up using the same structure, making use of the following parameters:&lt;br /&gt;
* NumInForcedDeck=[https://en.wikipedia.org/wiki/Integer &amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;]: Guaranteed number of this class that can be obtained over the campaign, also tied to the number that can be trained in the [[Guerrilla_Tactics_School_(LWOTC)|GTS]]. A value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; means they are not guaranteed and will not be trainable through the GTS.&lt;br /&gt;
* NumInDeck=&amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;: Affects the chance to get this class after “NumInForcedDeck” is depleted. A value of 4 is standard, setting it higher will on average result in obtaining this class more often.&lt;br /&gt;
* bCanHaveBonds=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;: Determines whether this class can have bonds with other soldiers.&lt;br /&gt;
* bAllowAWCAbilities=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;: Determines whether the class can gain random abilities that can be obtained through the [[Training_Center_(LWOTC)|Training Center]].&lt;br /&gt;
* BaseAbilityPointsPerPromotion=&amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;: Determines the AP gain per promotion at Very Low ComInt (Each higher level grants 1 additional AP per rank) .&lt;br /&gt;
* SquaddieLoadout=&amp;lt;code&amp;gt;&amp;quot;loadout_name&amp;quot;&amp;lt;/code&amp;gt;: Determines the default loadout for the class, this is available in &amp;lt;code&amp;gt;XComGameData&amp;lt;/code&amp;gt;.&lt;br /&gt;
* AllowedWeapons=&amp;lt;code&amp;gt;(SlotType=eInvSlot_SlotName, WeaponType=&amp;quot;weapontype&amp;quot;)&amp;lt;/code&amp;gt;: What weapons the class is allowed to use. The &amp;lt;code&amp;gt;SlotName&amp;lt;/code&amp;gt; and the associated &amp;lt;code&amp;gt;weapontype&amp;lt;/code&amp;gt;s are as follows:&lt;br /&gt;
** &amp;lt;code&amp;gt;PrimaryWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;rifle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;smg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shotgun&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cannon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sniper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vektor_rifle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;gauntlet&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bullpup&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sparkrifle&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;SecondaryWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;lw_gauntlet&amp;lt;/code&amp;gt; ([[Technical_(LWOTC)|Technical]] Gauntlet), &amp;lt;code&amp;gt;gremlin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;grenade_launcher&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;combatknife&amp;lt;/code&amp;gt; ([[Gunner_(LWOTC)|Gunner]] knife), &amp;lt;code&amp;gt;sawedoffshotgun&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;holotargeting&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;arcthrower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sword&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;psiamp&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sparkbit&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;claymore&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;throwingknife&amp;lt;/code&amp;gt; ([[Reaper_(LWOTC)|Reaper]] knife), &amp;lt;code&amp;gt;sidearm&amp;lt;/code&amp;gt; (autopistol), &amp;lt;code&amp;gt;templarshield&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wristblade&amp;lt;/code&amp;gt; ([[Skirmisher_(LWOTC)|Skirmisher]] Ripjack).&lt;br /&gt;
** &amp;lt;code&amp;gt;HeavyWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;heavyammo&amp;lt;/code&amp;gt; (additional charges for the Technical Gauntlet), &amp;lt;code&amp;gt;heavy&amp;lt;/code&amp;gt; (Shredder Gun).&lt;br /&gt;
* AllowedArmors=&amp;lt;code&amp;gt;&amp;quot;armortype&amp;quot;&amp;lt;/code&amp;gt;: Determines what armor the class is allowed to equip; &amp;lt;code&amp;gt;armortype&amp;lt;/code&amp;gt; can be one of the following values:&lt;br /&gt;
** &amp;lt;code&amp;gt;soldier&amp;lt;/code&amp;gt;: The standard soldier armor; also allowed to use the mobility-based and heavy armor.&lt;br /&gt;
** &amp;lt;code&amp;gt;reaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skirmisher&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;templar&amp;lt;/code&amp;gt;: The armor used by heroes; hero classes can only use equivalents of regular XCOM soldiers&#039; &amp;quot;basic&amp;quot; armor (Kevlar/Predator/Warden), without any special associated abilities.&lt;br /&gt;
** &amp;lt;code&amp;gt;spark&amp;lt;/code&amp;gt;: The armor frame used by [[SPARK_(LWOTC)|SPARKs]].&lt;br /&gt;
* bIgnoreInjuries=&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;: The typical value, &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;, is assumed in case this line is not specified. The value &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; allows the unit to be deployed regardless of injuries on all missions, which by default is only used by SPARKs.&lt;br /&gt;
* RandomAbilityDecks=&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(DeckName=&amp;quot;deckname&amp;quot;, \\&lt;br /&gt;
					Abilities=((AbilityName=&amp;quot;AbilityNameOne&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
							   (AbilityName=&amp;quot;AbilityNameTwo&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
							   ...&lt;br /&gt;
							   (AbilityName=&amp;quot;AbilityNameN&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
					))&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* The lines above determine the pool of &#039;&#039;n&#039;&#039; randomized abilities that can be obtained by spending AP on a given soldier (with the [[Training_Center_(LWOTC)|Training Center]] operational). Not all abilities require the use of the &amp;lt;code&amp;gt;ApplyToWeaponSlot&amp;lt;/code&amp;gt; parameter, in which case a given line looks like this: &amp;lt;code&amp;gt;(AbilityName=&amp;quot;AbilityName&amp;quot;), \\&amp;lt;/code&amp;gt;&lt;br /&gt;
* SoldierRanks=&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(  AbilitySlots=(	(AbilityType=(AbilityName=&amp;quot;AbilityNameOne&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameTwo&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameThree&amp;quot;,			ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(RandomDeckName=&amp;quot;TierInteger_XComAbilities&amp;quot;), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameFour&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
							 ), \\&lt;br /&gt;
				aStatProgression=((StatType=eStat_StatName,StatAmount=integer), (StatType=eStat_StatName,StatAmount=integer)) \\&lt;br /&gt;
			)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* The lines above determine the 3 main tree perks that a given class will be offered at a specific rank, alongside an optional XCOM perk and pistol perk (by default). Similar to &amp;lt;code&amp;gt;RandomAbilityDecks&amp;lt;/code&amp;gt;, not all abilities here require the use of the &amp;lt;code&amp;gt;ApplyToWeaponSlot&amp;lt;/code&amp;gt; parameter, in which case a given line looks like this: &amp;lt;code&amp;gt;(AbilityType=(AbilityName=&amp;quot;AbilityName&amp;quot;			)), \\&amp;lt;/code&amp;gt;&lt;br /&gt;
*The &amp;lt;code&amp;gt;StatName&amp;lt;/code&amp;gt; part of &amp;lt;code&amp;gt;eStat_StatName&amp;lt;/code&amp;gt; can be one of the following:&lt;br /&gt;
** &amp;lt;code&amp;gt;UtilityItems&amp;lt;/code&amp;gt; (Affects the number of utility slots available to this soldier)&lt;br /&gt;
** &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Offense&amp;lt;/code&amp;gt; (Aim)&lt;br /&gt;
** &amp;lt;code&amp;gt;Defense&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Mobility&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Will&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Hacking&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;SightRadius&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Dodge&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;ArmorMitigation&amp;lt;/code&amp;gt; (Amount of points of armor)&lt;br /&gt;
** &amp;lt;code&amp;gt;ArmorPiercing&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;PsiOffense&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;DetectionModifier&amp;lt;/code&amp;gt; (Probably incremented in float values, like 0.1f)&lt;br /&gt;
** &amp;lt;code&amp;gt;CritChance&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;CombatSims&amp;lt;/code&amp;gt; (PCS slot)&lt;br /&gt;
** &amp;lt;code&amp;gt;FlankingCritChance&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;ShieldHP&amp;lt;/code&amp;gt; (Ablative HP bonus. Ablative HP is the orange &amp;quot;shield&amp;quot; health on top of the normal Health bar)&lt;br /&gt;
** &amp;lt;code&amp;gt;FlankingAimBonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XComGameBoard==&lt;br /&gt;
The following information is in the format of &#039;&#039;start line-end line: explanation&#039;&#039; (the start and end lines refer to the default positions of lines in the file).&lt;br /&gt;
* 6-9: Radio Relay base supply cost.&lt;br /&gt;
* 12-15: Radio Relay cost increase per tower built.&lt;br /&gt;
* 29-37: &#039;&#039;(unknown/research in progress)&#039;&#039; (Initial supply drop for new contacted regions?)&lt;br /&gt;
* 45-48: Base Intel cost for contacting a new region.&lt;br /&gt;
* 50-58: Minimum and Maximum days it takes to contact a new region. &lt;br /&gt;
* 66-68: Minimum and Maximum amount of links a region can have and a toggle for cross continent links. Rarely, it may be possible for a region to be generated with fewer than the specified Minimum amount of links (this bug is present as of version Dev 28.2).&lt;br /&gt;
===Points Of Interest===&lt;br /&gt;
* 72-80: Minimum and Maximum scan time (in days) for Points of Interest (scanning locations that appear on the globe after missions with an &amp;quot;Intel Package&amp;quot; reward).&lt;br /&gt;
* 82-90: Minimum and Maximum time (in hours) after which the Point of Interest despawns.&lt;br /&gt;
* 93-101: Minimum and Maximum scan time (in days) for the Alien Hunters DLC story mission.&lt;br /&gt;
* 104-112: Minimum and Maximum scan time (in days) for the Shen&#039;s Last Gift DLC mission.&lt;br /&gt;
* 114-138: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Rebels.&lt;br /&gt;
* 139-163: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Resistance MEC.&lt;br /&gt;
* 164-194: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for new resources?&lt;br /&gt;
* 195-211: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Supplies (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 212-225: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Intel (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 226-240: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Alien Alloys (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 241-254: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Alien Alloys and Elerium Crystals (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 255-264: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Scientist&lt;br /&gt;
* 265-274: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Engineer (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 275-288: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Rookies (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 289-298: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Soldier (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 299-312: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Avenger Power (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 313-321: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Resistance Contacts (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 322-330: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for assorted loot? (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 331-345: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Grenades/Ammo (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 345-354: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for reduced contact cost of regions (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 355-363: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Heavy Weapon (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 364-372: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Facility Lead (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 373-381: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Guerilla Op (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla)&lt;br /&gt;
* 382-391: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for supply raid (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla) &lt;br /&gt;
* 392-400: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for region income (unclear how this functions due to changes in income generation in LW2/LWOTC compared to vanilla)&lt;br /&gt;
* 401-412: Adjust how the Skyranger traverses the Geoscape:&lt;br /&gt;
** Acceleration: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** Flight Height: &#039;&#039;(unknown/research in progress)&#039;&#039; (How high it moves up before traversing?)&lt;br /&gt;
** InFlightTimeScale: &#039;&#039;(unknown/research in progress)&#039;&#039; (How quickly time changes as it moves?)&lt;br /&gt;
** MaxSpeedFlying: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxSpeedVertical: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** RotationSpeed: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxLiftOffLandPitch: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxFlightPitch: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxFlightTurnRoll: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxTurbulenceRoll: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** LandingRadius: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
* 417-418: Minimum and Maximum time (in days) it takes for a UFO to intercept the Avenger.&lt;br /&gt;
* 420: UFO Interception chance. The Avenger&#039;s location and flight path has no effect on whether it will be intercepted, this is handled only by this value.&lt;br /&gt;
* 421: Story Mission UFO Interception Chance.&lt;br /&gt;
* 423-426: UFO Interception chance after the first UFO.&lt;br /&gt;
* 439-446: &#039;&#039;(unknown/research in progress)&#039;&#039; (Region link lengths? Likely doesn&#039;t affect gameplay)&lt;br /&gt;
* 448-479: &#039;&#039;(unknown/research in progress)&#039;&#039; (Which regions are allowed to be linked to a given region?)&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
* 481-482: Covert Action XP Reward.&lt;br /&gt;
* 491-501: Hunt the Chosen Part 1 duration (in hours).&lt;br /&gt;
* 502-512: Hunt the Chosen Part 2 duration (in hours).&lt;br /&gt;
* 513-523: Hunt the Chosen Part 3 duration (in hours).&lt;br /&gt;
* 524-534: Intense Training (soldier stat increase) duration (in hours).&lt;br /&gt;
* &amp;quot;Easy&amp;quot; failure risk Covert Actions:&lt;br /&gt;
** 536-546: Gather Supplies duration (in hours).&lt;br /&gt;
** 547-557: Gather Intel duration (in hours).&lt;br /&gt;
** 558-568: Gain Xcom AP duration (in hours).&lt;br /&gt;
** 569-579: Superior Weapon Upgrade duration (in hours).&lt;br /&gt;
** 580-590: Superior PCS duration (in hours).&lt;br /&gt;
** 591-601: Alien Loot duration (in hours).&lt;br /&gt;
** 613-623: Form/Level Soldier Bond duration (in hours).&lt;br /&gt;
** 624-633: Resistance Mec duration (in hours).&lt;br /&gt;
** 648-658: Rescue Soldier duration (in hours).&lt;br /&gt;
** 659-669: Find Second Hero Faction duration (in hours).&lt;br /&gt;
** 670-580: Find Third Hero Faction duration (in hours).&lt;br /&gt;
** 692-702: Recruit Extra Faction Hero duration (in hours).&lt;br /&gt;
* &amp;quot;Moderate&amp;quot; failure risk Covert Actions:&lt;br /&gt;
** 704-714: Recruit Scientist duration (in hours).&lt;br /&gt;
** 715-725: Recruit Engineer duration (in hours).&lt;br /&gt;
** 726-736: Loot Alien Morgue (gain corpses) duration (in hours).&lt;br /&gt;
** 737-747: Recruit Resistance Personnel duration (in hours).&lt;br /&gt;
** 748-758: Cancel Chosen Activity duration (in hours).&lt;br /&gt;
** 759-769: Delay Chosen Activity duration (in hours).&lt;br /&gt;
** 770-779: Gain Resistance Contact duration (in hours).&lt;br /&gt;
* &amp;quot;Hard&amp;quot; failure risk Covert Actions:&lt;br /&gt;
** 806-816: Remove AVATAR Progress duration (in hours).&lt;br /&gt;
** 817-827: Gain Facility Lead duration (in hours).&lt;br /&gt;
* 830-831: &amp;quot;Easy&amp;quot; failure chance.&lt;br /&gt;
* 834-835: &amp;quot;Moderate&amp;quot; failure chance.&lt;br /&gt;
* 838-839: &amp;quot;Hard&amp;quot; failure chance.&lt;br /&gt;
* 851-852: Ambush chance.&lt;br /&gt;
* 854-864: Reaper HQ Intel generation.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Modding_LWOTC&amp;diff=103961</id>
		<title>Modding LWOTC</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Modding_LWOTC&amp;diff=103961"/>
		<updated>2021-10-24T03:52:27Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: standardized quotation marks (“ -&amp;gt; &amp;quot;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
This page lists every [https://en.wikipedia.org/wiki/INI_file INI file] (found in the &amp;lt;code&amp;gt;\LongWarOfTheChosen\Config&amp;lt;/code&amp;gt; directory) that can be modified according to the player&#039;s preferences, typically resulting in various gameplay differences. Below, you&#039;ll find what each line in the files refers to, what changes can be done, and how to accomplish them.&lt;br /&gt;
&lt;br /&gt;
==XComClassData==&lt;br /&gt;
Each soldier class is set up using the same structure, making use of the following parameters:&lt;br /&gt;
* NumInForcedDeck=[https://en.wikipedia.org/wiki/Integer &amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;]: Guaranteed number of this class that can be obtained over the campaign, also tied to the number that can be trained in the [[Guerrilla_Tactics_School_(LWOTC)|GTS]]. A value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; means they are not guaranteed and will not be trainable through the GTS.&lt;br /&gt;
* NumInDeck=&amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;: Affects the chance to get this class after “NumInForcedDeck” is depleted. A value of 4 is standard, setting it higher will on average result in obtaining this class more often.&lt;br /&gt;
* bCanHaveBonds=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;: Determines whether this class can have bonds with other soldiers.&lt;br /&gt;
* bAllowAWCAbilities=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;: Determines whether the class can gain random abilities that can be obtained through the [[Training_Center_(LWOTC)|Training Center]].&lt;br /&gt;
* BaseAbilityPointsPerPromotion=&amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;: Determines the AP gain per promotion at Very Low ComInt (Each higher level grants 1 additional AP per rank) .&lt;br /&gt;
* SquaddieLoadout=&amp;lt;code&amp;gt;&amp;quot;loadout_name&amp;quot;&amp;lt;/code&amp;gt;: Determines the default loadout for the class, this is available in &amp;lt;code&amp;gt;XComGameData&amp;lt;/code&amp;gt;.&lt;br /&gt;
* AllowedWeapons=&amp;lt;code&amp;gt;(SlotType=eInvSlot_SlotName, WeaponType=&amp;quot;weapontype&amp;quot;)&amp;lt;/code&amp;gt;: What weapons the class is allowed to use. The &amp;lt;code&amp;gt;SlotName&amp;lt;/code&amp;gt; and the associated &amp;lt;code&amp;gt;weapontype&amp;lt;/code&amp;gt;s are as follows:&lt;br /&gt;
** &amp;lt;code&amp;gt;PrimaryWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;rifle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;smg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shotgun&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cannon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sniper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vektor_rifle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;gauntlet&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bullpup&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sparkrifle&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;SecondaryWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;lw_gauntlet&amp;lt;/code&amp;gt; ([[Technical_(LWOTC)|Technical]] Gauntlet), &amp;lt;code&amp;gt;gremlin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;grenade_launcher&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;combatknife&amp;lt;/code&amp;gt; ([[Gunner_(LWOTC)|Gunner]] knife), &amp;lt;code&amp;gt;sawedoffshotgun&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;holotargeting&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;arcthrower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sword&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;psiamp&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sparkbit&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;claymore&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;throwingknife&amp;lt;/code&amp;gt; ([[Reaper_(LWOTC)|Reaper]] knife), &amp;lt;code&amp;gt;sidearm&amp;lt;/code&amp;gt; (autopistol), &amp;lt;code&amp;gt;templarshield&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wristblade&amp;lt;/code&amp;gt; ([[Skirmisher_(LWOTC)|Skirmisher]] Ripjack).&lt;br /&gt;
** &amp;lt;code&amp;gt;HeavyWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;heavyammo&amp;lt;/code&amp;gt; (additional charges for the Technical Gauntlet), &amp;lt;code&amp;gt;heavy&amp;lt;/code&amp;gt; (Shredder Gun).&lt;br /&gt;
* AllowedArmors=&amp;lt;code&amp;gt;&amp;quot;armortype&amp;quot;&amp;lt;/code&amp;gt;: Determines what armor the class is allowed to equip; &amp;lt;code&amp;gt;armortype&amp;lt;/code&amp;gt; can be one of the following values:&lt;br /&gt;
** &amp;lt;code&amp;gt;soldier&amp;lt;/code&amp;gt;: The standard soldier armor; also allowed to use the mobility-based and heavy armor.&lt;br /&gt;
** &amp;lt;code&amp;gt;reaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skirmisher&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;templar&amp;lt;/code&amp;gt;: The armor used by heroes; hero classes can only use equivalents of regular XCOM soldiers&#039; &amp;quot;basic&amp;quot; armor (Kevlar/Predator/Warden), without any special associated abilities.&lt;br /&gt;
** &amp;lt;code&amp;gt;spark&amp;lt;/code&amp;gt;: The armor frame used by [[SPARK_(LWOTC)|SPARKs]].&lt;br /&gt;
* bIgnoreInjuries=&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;: The typical value, &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;, is assumed in case this line is not specified. The value &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; allows the unit to be deployed regardless of injuries on all missions, which by default is only used by SPARKs.&lt;br /&gt;
* RandomAbilityDecks=&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(DeckName=&amp;quot;deckname&amp;quot;, \\&lt;br /&gt;
					Abilities=((AbilityName=&amp;quot;AbilityNameOne&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
							   (AbilityName=&amp;quot;AbilityNameTwo&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
							   ...&lt;br /&gt;
							   (AbilityName=&amp;quot;AbilityNameN&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
					))&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* The lines above determine the pool of &#039;&#039;n&#039;&#039; randomized abilities that can be obtained by spending AP on a given soldier (with the [[Training_Center_(LWOTC)|Training Center]] operational). Not all abilities require the use of the &amp;lt;code&amp;gt;ApplyToWeaponSlot&amp;lt;/code&amp;gt; parameter, in which case a given line looks like this: &amp;lt;code&amp;gt;(AbilityName=&amp;quot;AbilityName&amp;quot;), \\&amp;lt;/code&amp;gt;&lt;br /&gt;
* SoldierRanks=&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(  AbilitySlots=(	(AbilityType=(AbilityName=&amp;quot;AbilityNameOne&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameTwo&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameThree&amp;quot;,			ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(RandomDeckName=&amp;quot;TierInteger_XComAbilities&amp;quot;), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameFour&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
							 ), \\&lt;br /&gt;
				aStatProgression=((StatType=eStat_StatName,StatAmount=integer), (StatType=eStat_StatName,StatAmount=integer)) \\&lt;br /&gt;
			)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* The lines above determine the 3 main tree perks that a given class will be offered at a specific rank, alongside an optional XCOM perk and pistol perk (by default). Similar to &amp;lt;code&amp;gt;RandomAbilityDecks&amp;lt;/code&amp;gt;, not all abilities here require the use of the &amp;lt;code&amp;gt;ApplyToWeaponSlot&amp;lt;/code&amp;gt; parameter, in which case a given line looks like this: &amp;lt;code&amp;gt;(AbilityType=(AbilityName=&amp;quot;AbilityName&amp;quot;			)), \\&amp;lt;/code&amp;gt;&lt;br /&gt;
*The &amp;lt;code&amp;gt;StatName&amp;lt;/code&amp;gt; part of &amp;lt;code&amp;gt;eStat_StatName&amp;lt;/code&amp;gt; can be one of the following:&lt;br /&gt;
** &amp;lt;code&amp;gt;UtilityItems&amp;lt;/code&amp;gt; (Affects the number of utility slots available to this soldier)&lt;br /&gt;
** &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Offense&amp;lt;/code&amp;gt; (Aim)&lt;br /&gt;
** &amp;lt;code&amp;gt;Defense&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Mobility&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Will&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Hacking&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;SightRadius&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Dodge&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;ArmorMitigation&amp;lt;/code&amp;gt; (Amount of points of armor)&lt;br /&gt;
** &amp;lt;code&amp;gt;ArmorPiercing&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;PsiOffense&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;DetectionModifier&amp;lt;/code&amp;gt; (Probably incremented in float values, like 0.1f)&lt;br /&gt;
** &amp;lt;code&amp;gt;CritChance&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;CombatSims&amp;lt;/code&amp;gt; (PCS slot)&lt;br /&gt;
** &amp;lt;code&amp;gt;FlankingCritChance&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;ShieldHP&amp;lt;/code&amp;gt; (Ablative HP bonus. Ablative HP is the orange &amp;quot;shield&amp;quot; health on top of the normal Health bar)&lt;br /&gt;
** &amp;lt;code&amp;gt;FlankingAimBonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XComGameBoard==&lt;br /&gt;
The following information is in the format of &#039;&#039;start line-end line: explanation&#039;&#039; (the start and end lines refer to the default positions of lines in the file).&lt;br /&gt;
* 6-9: Radio Relay base supply cost.&lt;br /&gt;
* 12-15: Radio Relay cost increase per tower built.&lt;br /&gt;
* 29-37: &#039;&#039;(unknown/research in progress)&#039;&#039; (Initial supply drop for new contacted regions?)&lt;br /&gt;
* 45-48: Base Intel cost for contacting a new region.&lt;br /&gt;
* 50-58: Minimum and Maximum days it takes to contact a new region. &lt;br /&gt;
* 66-68: Minimum and Maximum amount of links a region can have and a toggle for cross continent links. Rarely, it may be possible for a region to be generated with fewer than the specified Minimum amount of links (this bug is present as of version Dev 28.2).&lt;br /&gt;
===Points Of Interest===&lt;br /&gt;
* 72-80: Minimum and Maximum scan time (in days) for Points of Interest (scanning locations that appear on the globe after missions with an &amp;quot;Intel Package&amp;quot; reward).&lt;br /&gt;
* 82-90: Minimum and Maximum time (in hours) after which the Point of Interest despawns.&lt;br /&gt;
* 93-101: Minimum and Maximum scan time (in days) for the Alien Hunters DLC story mission.&lt;br /&gt;
* 104-112: Minimum and Maximum scan time (in days) for the Shen&#039;s Last Gift DLC mission.&lt;br /&gt;
* 114-138: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Rebels.&lt;br /&gt;
* 139-163: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Resistance MEC.&lt;br /&gt;
* 164-194: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for new resources?&lt;br /&gt;
* 195-211: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Supplies (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 212-225: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Intel (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 226-240: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Alien Alloys (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 241-254: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Alien Alloys and Elerium Crystals (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 255-264: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Scientist&lt;br /&gt;
* 265-274: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Engineer (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 275-288: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Rookies (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 289-298: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Soldier (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 299-312: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Avenger Power (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 313-321: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Resistance Contacts (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 322-330: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for assorted loot? (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 331-345: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Grenades/Ammo (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 345-354: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for reduced contact cost of regions (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 355-363: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Heavy Weapon (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 364-372: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Facility Lead (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 373-381: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Guerilla Op (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla)&lt;br /&gt;
* 382-391: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for supply raid (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla) &lt;br /&gt;
* 392-400: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for region income (unclear how this functions due to changes in income generation in LW2/LWOTC compared to vanilla)&lt;br /&gt;
* 401-412: Adjust how the Skyranger traverses the Geoscape:&lt;br /&gt;
** Acceleration: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** Flight Height: &#039;&#039;(unknown/research in progress)&#039;&#039; (How high it moves up before traversing?)&lt;br /&gt;
** InFlightTimeScale: &#039;&#039;(unknown/research in progress)&#039;&#039; (How quickly time changes as it moves?)&lt;br /&gt;
** MaxSpeedFlying: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxSpeedVertical: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** RotationSpeed: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxLiftOffLandPitch: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxFlightPitch: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxFlightTurnRoll: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxTurbulenceRoll: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** LandingRadius: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
* 417-418: Minimum and Maximum time (in days) it takes for a UFO to intercept the Avenger.&lt;br /&gt;
* 420: UFO Interception chance. The Avenger&#039;s location and flight path has no effect on whether it will be intercepted, this is handled only by this value.&lt;br /&gt;
* 421: Story Mission UFO Interception Chance.&lt;br /&gt;
* 423-426: UFO Interception chance after the first UFO.&lt;br /&gt;
* 439-446: &#039;&#039;(unknown/research in progress)&#039;&#039; (Region link lengths? Likely doesn&#039;t affect gameplay)&lt;br /&gt;
* 448-479: &#039;&#039;(unknown/research in progress)&#039;&#039; (Which regions are allowed to be linked to a given region?)&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
* 481-482: Covert Action XP Reward.&lt;br /&gt;
* 491-501: Hunt the Chosen Part 1 duration (in hours).&lt;br /&gt;
* 502-512: Hunt the Chosen Part 2 duration (in hours).&lt;br /&gt;
* 513-523: Hunt the Chosen Part 3 duration (in hours).&lt;br /&gt;
* 524-534: Intense Training (soldier stat increase) duration (in hours).&lt;br /&gt;
* &amp;quot;Easy&amp;quot; failure risk Covert Actions:&lt;br /&gt;
** 536-546: Gather Supplies duration (in hours).&lt;br /&gt;
** 547-557: Gather Intel duration (in hours).&lt;br /&gt;
** 558-568: Gain Xcom AP duration (in hours).&lt;br /&gt;
** 569-579: Superior Weapon Upgrade duration (in hours).&lt;br /&gt;
** 580-590: Superior PCS duration (in hours).&lt;br /&gt;
** 591-601: Alien Loot duration (in hours).&lt;br /&gt;
** 613-623: Form/Level Soldier Bond duration (in hours).&lt;br /&gt;
** 624-633: Resistance Mec duration (in hours).&lt;br /&gt;
** 648-658: Rescue Soldier duration (in hours).&lt;br /&gt;
** 659-669: Find Second Hero Faction duration (in hours).&lt;br /&gt;
** 670-580: Find Third Hero Faction duration (in hours).&lt;br /&gt;
** 692-702: Recruit Extra Faction Hero duration (in hours).&lt;br /&gt;
* &amp;quot;Moderate&amp;quot; failure risk Covert Actions:&lt;br /&gt;
** 704-714: Recruit Scientist duration (in hours).&lt;br /&gt;
** 715-725: Recruit Engineer duration (in hours).&lt;br /&gt;
** 726-736: Loot Alien Morgue (gain corpses) duration (in hours).&lt;br /&gt;
** 737-747: Recruit Resistance Personnel duration (in hours).&lt;br /&gt;
** 748-758: Cancel Chosen Activity duration (in hours).&lt;br /&gt;
** 759-769: Delay Chosen Activity duration (in hours).&lt;br /&gt;
** 770-779: Gain Resistance Contact duration (in hours).&lt;br /&gt;
* &amp;quot;Hard&amp;quot; failure risk Covert Actions:&lt;br /&gt;
** 806-816: Remove AVATAR Progress duration (in hours).&lt;br /&gt;
** 817-827: Gain Facility Lead duration (in hours).&lt;br /&gt;
* 830-831: &amp;quot;Easy&amp;quot; failure chance.&lt;br /&gt;
* 834-835: &amp;quot;Moderate&amp;quot; failure chance.&lt;br /&gt;
* 838-839: &amp;quot;Hard&amp;quot; failure chance.&lt;br /&gt;
* 851-852: Ambush chance.&lt;br /&gt;
* 854-864: Reaper HQ Intel generation.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Modding_LWOTC&amp;diff=103960</id>
		<title>Modding LWOTC</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Modding_LWOTC&amp;diff=103960"/>
		<updated>2021-10-24T03:46:35Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Major formatting changes. Relatively smaller wording and content changes. Added a few links where relevant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
This page lists every [https://en.wikipedia.org/wiki/INI_file INI file] (found in the &amp;lt;code&amp;gt;\LongWarOfTheChosen\Config&amp;lt;/code&amp;gt; directory) that can be modified according to the player&#039;s preferences, typically resulting in various gameplay differences. Below, you&#039;ll find what each line in the files refers to, what changes can be done, and how to accomplish them.&lt;br /&gt;
&lt;br /&gt;
==XComClassData==&lt;br /&gt;
Each soldier class is set up using the same structure, making use of the following parameters:&lt;br /&gt;
* NumInForcedDeck=[https://en.wikipedia.org/wiki/Integer &amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;]: Guaranteed number of this class that can be obtained over the campaign, also tied to the number that can be trained in the [[Guerrilla_Tactics_School_(LWOTC)|GTS]]. A value of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; means they are not guaranteed and will not be trainable through the GTS.&lt;br /&gt;
* NumInDeck=&amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;: Affects the chance to get this class after “NumInForcedDeck” is depleted. A value of 4 is standard, setting it higher will on average result in obtaining this class more often.&lt;br /&gt;
* bCanHaveBonds=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;: Determines whether this class can have bonds with other soldiers.&lt;br /&gt;
* bAllowAWCAbilities=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;: Determines whether the class can gain random abilities that can be obtained through the [[Training_Center_(LWOTC)|Training Center]].&lt;br /&gt;
* BaseAbilityPointsPerPromotion=&amp;lt;code&amp;gt;integer&amp;lt;/code&amp;gt;: Determines the AP gain per promotion at Very Low ComInt (Each higher level grants 1 additional AP per rank) .&lt;br /&gt;
* SquaddieLoadout=&amp;lt;code&amp;gt;&amp;quot;loadout_name&amp;quot;&amp;lt;/code&amp;gt;: Determines the default loadout for the class, this is available in &amp;lt;code&amp;gt;XComGameData&amp;lt;/code&amp;gt;.&lt;br /&gt;
* AllowedWeapons=&amp;lt;code&amp;gt;(SlotType=eInvSlot_SlotName, WeaponType=&amp;quot;weapontype&amp;quot;)&amp;lt;/code&amp;gt;: What weapons the class is allowed to use. The &amp;lt;code&amp;gt;SlotName&amp;lt;/code&amp;gt; and the associated &amp;lt;code&amp;gt;weapontype&amp;lt;/code&amp;gt;s are as follows:&lt;br /&gt;
** &amp;lt;code&amp;gt;PrimaryWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;rifle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;smg&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shotgun&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cannon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sniper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vektor_rifle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;gauntlet&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bullpup&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sparkrifle&amp;lt;/code&amp;gt;.&lt;br /&gt;
** &amp;lt;code&amp;gt;SecondaryWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;lw_gauntlet&amp;lt;/code&amp;gt; ([[Technical_(LWOTC)|Technical]] Gauntlet), &amp;lt;code&amp;gt;gremlin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;grenade_launcher&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;combatknife&amp;lt;/code&amp;gt; ([[Gunner_(LWOTC)|Gunner]] knife), &amp;lt;code&amp;gt;sawedoffshotgun&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;holotargeting&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;arcthrower&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sword&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;psiamp&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sparkbit&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;claymore&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;throwingknife&amp;lt;/code&amp;gt; ([[Reaper_(LWOTC)|Reaper]] knife), &amp;lt;code&amp;gt;sidearm&amp;lt;/code&amp;gt; (autopistol), &amp;lt;code&amp;gt;templarshield&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;wristblade&amp;lt;/code&amp;gt; ([[Skirmisher_(LWOTC)|Skirmisher]] Ripjack).&lt;br /&gt;
** &amp;lt;code&amp;gt;HeavyWeapon&amp;lt;/code&amp;gt;: &amp;lt;code&amp;gt;heavyammo&amp;lt;/code&amp;gt; (additional charges for the Technical Gauntlet), &amp;lt;code&amp;gt;heavy&amp;lt;/code&amp;gt; (Shredder Gun).&lt;br /&gt;
* AllowedArmors=&amp;lt;code&amp;gt;&amp;quot;armortype&amp;quot;&amp;lt;/code&amp;gt;: Determines what armor the class is allowed to equip; &amp;lt;code&amp;gt;armortype&amp;lt;/code&amp;gt; can be one of the following values:&lt;br /&gt;
** &amp;lt;code&amp;gt;soldier&amp;lt;/code&amp;gt;: The standard soldier armor; also allowed to use the mobility-based and heavy armor.&lt;br /&gt;
** &amp;lt;code&amp;gt;reaper&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skirmisher&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;templar&amp;lt;/code&amp;gt;: The armor used by heroes; hero classes can only use equivalents of regular XCOM soldiers&#039; &amp;quot;basic&amp;quot; armor (Kevlar/Predator/Warden), without any special associated abilities.&lt;br /&gt;
** &amp;lt;code&amp;gt;spark&amp;lt;/code&amp;gt;: The armor frame used by [[SPARK_(LWOTC)|SPARKs]].&lt;br /&gt;
* bIgnoreInjuries=&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;: The typical value, &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;, is assumed in case this line is not specified. The value &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; allows the unit to be deployed regardless of injuries on all missions, which by default is only used by SPARKs.&lt;br /&gt;
* RandomAbilityDecks=&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(DeckName=&amp;quot;deckname&amp;quot;, \\&lt;br /&gt;
					Abilities=((AbilityName=&amp;quot;AbilityNameOne&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
							   (AbilityName=&amp;quot;AbilityNameTwo&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
							   ...&lt;br /&gt;
							   (AbilityName=&amp;quot;AbilityNameN&amp;quot;, ApplyToWeaponSlot=eInvSlot_SlotName), \\&lt;br /&gt;
					))&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* The lines above determine the pool of &#039;&#039;n&#039;&#039; randomized abilities that can be obtained by spending AP on a given soldier (with the [[Training_Center_(LWOTC)|Training Center]] operational). Not all abilities require the use of the &amp;lt;code&amp;gt;ApplyToWeaponSlot&amp;lt;/code&amp;gt; parameter, in which case a given line looks like this: &amp;lt;code&amp;gt;(AbilityName=&amp;quot;AbilityName&amp;quot;), \\&amp;lt;/code&amp;gt;&lt;br /&gt;
* SoldierRanks=&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;(  AbilitySlots=(	(AbilityType=(AbilityName=&amp;quot;AbilityNameOne&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameTwo&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameThree&amp;quot;,			ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
								(RandomDeckName=&amp;quot;TierInteger_XComAbilities&amp;quot;), \\&lt;br /&gt;
								(AbilityType=(AbilityName=&amp;quot;AbilityNameFour&amp;quot;,		ApplyToWeaponSlot=eInvSlot_SlotName)), \\&lt;br /&gt;
							 ), \\&lt;br /&gt;
				aStatProgression=((StatType=eStat_StatName,StatAmount=integer), (StatType=eStat_StatName,StatAmount=integer)) \\&lt;br /&gt;
			)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* The lines above determine the 3 main tree perks that a given class will be offered at a specific rank, alongside an optional XCOM perk and pistol perk (by default). Similar to &amp;lt;code&amp;gt;RandomAbilityDecks&amp;lt;/code&amp;gt;, not all abilities here require the use of the &amp;lt;code&amp;gt;ApplyToWeaponSlot&amp;lt;/code&amp;gt; parameter, in which case a given line looks like this: &amp;lt;code&amp;gt;(AbilityType=(AbilityName=&amp;quot;AbilityName&amp;quot;			)), \\&amp;lt;/code&amp;gt;&lt;br /&gt;
*The &amp;lt;code&amp;gt;StatName&amp;lt;/code&amp;gt; part of &amp;lt;code&amp;gt;eStat_StatName&amp;lt;/code&amp;gt; can be one of the following:&lt;br /&gt;
** &amp;lt;code&amp;gt;UtilityItems&amp;lt;/code&amp;gt; (Affects the number of utility slots available to this soldier)&lt;br /&gt;
** &amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Offense&amp;lt;/code&amp;gt; (Aim)&lt;br /&gt;
** &amp;lt;code&amp;gt;Defense&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Mobility&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Will&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Hacking&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;SightRadius&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;Dodge&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;ArmorMitigation&amp;lt;/code&amp;gt; (Amount of points of armor)&lt;br /&gt;
** &amp;lt;code&amp;gt;ArmorPiercing&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;PsiOffense&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;DetectionModifier&amp;lt;/code&amp;gt; (Probably incremented in float values, like 0.1f)&lt;br /&gt;
** &amp;lt;code&amp;gt;CritChance&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;CombatSims&amp;lt;/code&amp;gt; (PCS slot)&lt;br /&gt;
** &amp;lt;code&amp;gt;FlankingCritChance&amp;lt;/code&amp;gt;&lt;br /&gt;
** &amp;lt;code&amp;gt;ShieldHP&amp;lt;/code&amp;gt; (Ablative HP bonus. Ablative HP is the orange &amp;quot;shield&amp;quot; health on top of the normal Health bar)&lt;br /&gt;
** &amp;lt;code&amp;gt;FlankingAimBonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XComGameBoard==&lt;br /&gt;
The following information is in the format of &#039;&#039;start line-end line: explanation&#039;&#039; (the start and end lines refer to the default positions of lines in the file).&lt;br /&gt;
* 6-9: Radio Relay base supply cost.&lt;br /&gt;
* 12-15: Radio Relay cost increase per tower built.&lt;br /&gt;
* 29-37: &#039;&#039;(unknown/research in progress)&#039;&#039; (Initial supply drop for new contacted regions?)&lt;br /&gt;
* 45-48: Base Intel cost for contacting a new region.&lt;br /&gt;
* 50-58: Minimum and Maximum days it takes to contact a new region. &lt;br /&gt;
* 66-68: Minimum and Maximum amount of links a region can have and a toggle for cross continent links. Rarely, it may be possible for a region to be generated with fewer than the specified Minimum amount of links (this bug is present as of version Dev 28.2).&lt;br /&gt;
===Points Of Interest===&lt;br /&gt;
* 72-80: Minimum and Maximum scan time (in days) for Points of Interest (scanning locations that appear on the globe after missions with an &amp;quot;Intel Package&amp;quot; reward).&lt;br /&gt;
* 82-90: Minimum and Maximum time (in hours) after which the Point of Interest despawns.&lt;br /&gt;
* 93-101: Minimum and Maximum scan time (in days) for the Alien Hunters DLC story mission.&lt;br /&gt;
* 104-112: Minimum and Maximum scan time (in days) for the Shen&#039;s Last Gift DLC mission.&lt;br /&gt;
* 114-138: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Rebels.&lt;br /&gt;
* 139-163: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Resistance MEC.&lt;br /&gt;
* 164-194: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for new resources?&lt;br /&gt;
* 195-211: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Supplies (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 212-225: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Intel (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 226-240: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Alien Alloys (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 241-254: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Alien Alloys and Elerium Crystals (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 255-264: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Scientist&lt;br /&gt;
* 265-274: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Engineer (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 275-288: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Rookies (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 289-298: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Soldier (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 299-312: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Avenger Power (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 313-321: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Resistance Contacts (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 322-330: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for assorted loot? (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 331-345: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Grenades/Ammo (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 345-354: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for reduced contact cost of regions (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 355-363: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Heavy Weapon (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 364-372: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Facility Lead (other values can be found in the &amp;lt;code&amp;gt;.ini&amp;lt;/code&amp;gt; file of the same name for the base game).&lt;br /&gt;
* 373-381: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for Guerilla Op (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla)&lt;br /&gt;
* 382-391: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for supply raid (unclear how this functions due to changes in mission generation in LW2/LWOTC compared to vanilla) &lt;br /&gt;
* 392-400: &#039;&#039;(unknown/research in progress)&#039;&#039; POI for region income (unclear how this functions due to changes in income generation in LW2/LWOTC compared to vanilla)&lt;br /&gt;
* 401-412: Adjust how the Skyranger traverses the Geoscape:&lt;br /&gt;
** Acceleration: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** Flight Height: &#039;&#039;(unknown/research in progress)&#039;&#039; (How high it moves up before traversing?)&lt;br /&gt;
** InFlightTimeScale: &#039;&#039;(unknown/research in progress)&#039;&#039; (How quickly time changes as it moves?)&lt;br /&gt;
** MaxSpeedFlying: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxSpeedVertical: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** RotationSpeed: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxLiftOffLandPitch: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxFlightPitch: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxFlightTurnRoll: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** MaxTurbulenceRoll: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
** LandingRadius: &#039;&#039;(unknown/research in progress)&#039;&#039;&lt;br /&gt;
* 417-418: Minimum and Maximum time (in days) it takes for a UFO to intercept the Avenger.&lt;br /&gt;
* 420: UFO Interception chance. The Avenger&#039;s location and flight path has no effect on whether it will be intercepted, this is handled only by this value.&lt;br /&gt;
* 421: Story Mission UFO Interception Chance.&lt;br /&gt;
* 423-426: UFO Interception chance after the first UFO.&lt;br /&gt;
* 439-446: &#039;&#039;(unknown/research in progress)&#039;&#039; (Region link lengths? Likely doesn&#039;t affect gameplay)&lt;br /&gt;
* 448-479: &#039;&#039;(unknown/research in progress)&#039;&#039; (Which regions are allowed to be linked to a given region?)&lt;br /&gt;
===Covert Actions===&lt;br /&gt;
* 481-482: Covert Action XP Reward.&lt;br /&gt;
* 491-501: Hunt the Chosen Part 1 duration (in hours).&lt;br /&gt;
* 502-512: Hunt the Chosen Part 2 duration (in hours).&lt;br /&gt;
* 513-523: Hunt the Chosen Part 3 duration (in hours).&lt;br /&gt;
* 524-534: Intense Training (soldier stat increase) duration (in hours).&lt;br /&gt;
* &amp;quot;Easy&amp;quot; failure risk Covert Actions:&lt;br /&gt;
** 536-546: Gather Supplies duration (in hours).&lt;br /&gt;
** 547-557: Gather Intel duration (in hours).&lt;br /&gt;
** 558-568: Gain Xcom AP duration (in hours).&lt;br /&gt;
** 569-579: Superior Weapon Upgrade duration (in hours).&lt;br /&gt;
** 580-590: Superior PCS duration (in hours).&lt;br /&gt;
** 591-601: Alien Loot duration (in hours).&lt;br /&gt;
** 613-623: Form/Level Soldier Bond duration (in hours).&lt;br /&gt;
** 624-633: Resistance Mec duration (in hours).&lt;br /&gt;
** 648-658: Rescue Soldier duration (in hours).&lt;br /&gt;
** 659-669: Find Second Hero Faction duration (in hours).&lt;br /&gt;
** 670-580: Find Third Hero Faction duration (in hours).&lt;br /&gt;
** 692-702: Recruit Extra Faction Hero duration (in hours).&lt;br /&gt;
* “Moderate” failure risk Covert Actions:&lt;br /&gt;
** 704-714: Recruit Scientist duration (in hours).&lt;br /&gt;
** 715-725: Recruit Engineer duration (in hours).&lt;br /&gt;
** 726-736: Loot Alien Morgue (gain corpses) duration (in hours).&lt;br /&gt;
** 737-747: Recruit Resistance Personnel duration (in hours).&lt;br /&gt;
** 748-758: Cancel Chosen Activity duration (in hours).&lt;br /&gt;
** 759-769: Delay Chosen Activity duration (in hours).&lt;br /&gt;
** 770-779: Gain Resistance Contact duration (in hours).&lt;br /&gt;
* “Hard” failure risk Covert Actions:&lt;br /&gt;
** 806-816: Remove AVATAR Progress duration (in hours).&lt;br /&gt;
** 817-827: Gain Facility Lead duration (in hours).&lt;br /&gt;
* 830-831: &amp;quot;Easy&amp;quot; failure chance.&lt;br /&gt;
* 834-835: &amp;quot;Moderate&amp;quot; failure chance.&lt;br /&gt;
* 838-839: &amp;quot;Hard&amp;quot; failure chance.&lt;br /&gt;
* 851-852: Ambush chance.&lt;br /&gt;
* 854-864: Reaper HQ Intel generation.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103865</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103865"/>
		<updated>2021-10-20T14:12:32Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: The current version is 28.2, not 28.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_Warlock|Chosen Warlock]]&lt;br /&gt;
They do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does &#039;&#039;&#039;not&#039;&#039;&#039; include Liberation chain missions, but does include missions like Psi Gate and The Forge).&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/14.3%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/7/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation (as of version Dev Build 28.2).&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods]].&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103864</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103864"/>
		<updated>2021-10-20T10:34:52Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_Warlock|Chosen Warlock]]&lt;br /&gt;
They do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does &#039;&#039;&#039;not&#039;&#039;&#039; include Liberation chain missions, but does include missions like Psi Gate and The Forge).&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/14.3%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/7/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation (as of version dev28.3).&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods]].&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103863</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103863"/>
		<updated>2021-10-19T17:13:40Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Apparently, &amp;quot;Naja&amp;quot; is both singular an plural.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_Warlock|Chosen Warlock]]&lt;br /&gt;
They do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does &#039;&#039;&#039;not&#039;&#039;&#039; include Liberation chain missions, but does include missions like Psi Gate and The Forge).&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/14.3%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/7/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
&lt;br /&gt;
====Naja====&lt;br /&gt;
* [[Naja_(LWOTC)|Naja]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation (as of version dev28.3).&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods.&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Naja_(LWOTC)&amp;diff=103862</id>
		<title>Naja (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Naja_(LWOTC)&amp;diff=103862"/>
		<updated>2021-10-19T17:12:38Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Copied from the LW2 version, but removed the (incorrect) line about the plasma rifle taking 1 action to fire. Also added a gameplay tip for dealing with Najas and a line about their Yellow Alert behavior. Added Poison Spit to their Abilities table. Updated some links to their LWOTC versions. Some pictures are still missing, like they are on the LW2 page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box LW2&lt;br /&gt;
|name=Naja Elite&lt;br /&gt;
|rank=3&lt;br /&gt;
|followerforcelevel=18-20&lt;br /&gt;
|leaderforcelevel=16-20&lt;br /&gt;
|podmax=3&lt;br /&gt;
|picture=[[File:NajaElite.jpg|128px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=10/11/12/12&lt;br /&gt;
|mobility=13/14/14/14&lt;br /&gt;
|detection=16&lt;br /&gt;
|offense=80/85/90/90&lt;br /&gt;
|ap=2&lt;br /&gt;
|crit=10/15/20/20&lt;br /&gt;
|defense=10&lt;br /&gt;
|dodge=30/30/35/35&lt;br /&gt;
|will=90/95/95/100&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Box LW2&lt;br /&gt;
|name=Naja Serpens&lt;br /&gt;
|rank=2&lt;br /&gt;
|followerforcelevel=12-20&lt;br /&gt;
|leaderforcelevel=10-16&lt;br /&gt;
|podmax=3&lt;br /&gt;
|picture=[[File:NajaSerpens.jpg|128px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=7/8/9/10&lt;br /&gt;
|mobility=13&lt;br /&gt;
|detection=14&lt;br /&gt;
|offense=75/80/85/85&lt;br /&gt;
|ap=1&lt;br /&gt;
|crit=0/10/10/10&lt;br /&gt;
|defense=5&lt;br /&gt;
|dodge=20/20/25/25&lt;br /&gt;
|will=72/77/77/77&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Box LW2&lt;br /&gt;
|name=Naja&lt;br /&gt;
|rank=1&lt;br /&gt;
|followerforcelevel=7-17&lt;br /&gt;
|leaderforcelevel=5-10&lt;br /&gt;
|podmax=3&lt;br /&gt;
|picture=[[File:Sidewinder1.png|128px]]&lt;br /&gt;
|armor=0&lt;br /&gt;
|hp=5/6/6/7&lt;br /&gt;
|mobility=12&lt;br /&gt;
|detection=12&lt;br /&gt;
|offense=70/75/80/80	&lt;br /&gt;
|ap=0&lt;br /&gt;
|crit=0/0/10/10&lt;br /&gt;
|defense=0&lt;br /&gt;
|dodge=10/15/20/20&lt;br /&gt;
|will=55/60/60/65&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Naja&#039;&#039;&#039; serve as marksnakes, bolstering the alien forces with direct fire support. They have high accuracy and can shoot at Squadsight range with their plasma rifles. To compensate, they are less mobile and have less dodge than other vipers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Naja Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Squadsight (LWOTC)|b_name=1|b_descr=1}} || All Ranks&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:UIPerk_viper_poisonspit.jpg|38px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Spit deadly poison at an area.&#039;&#039; || All Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Naja&#039;s plasma rifle &#039;&#039;&#039;takes 2 actions to fire&#039;&#039;&#039;, meaning that the only offensive ability they can use after a movement action is Poison Spit.&lt;br /&gt;
** A Naja will &#039;&#039;never&#039;&#039; shoot if flanked at any distance, even Squadsight range, which combined with the fact mentioned above means that a soldier equipped with a Medikit or who is otherwise Poison-immune (such as [[SPARK_(LWOTC)|SPARKs]] or units with [[Perk_List_(LWOTC)#Fortress|Fortress]]) can effectively make them harmless by flanking them every turn.&lt;br /&gt;
* In LW2 and early versions of LWOTC, a Naja could shoot at targets at Squadsight range while on Yellow Alert. This was deemed too unfair, especially during missions in which all enemies start on Yellow Alert, such as Intel Retaliations, and as such, was removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Naja Potential [[Dark_Events_(LW2)|Tactical Dark Events]]&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Effected Ranks !! Chance to Adopt While Active&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Conditioning 1 || All ranks || 75%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Conditioning 2 || All ranks || 75%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Conditioning 3 || All ranks || 75%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Veterans || All ranks || 25%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Defense || All ranks || 33%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servos || All ranks || 60%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Center Mass (LWOTC)|b_name=1}}  || All ranks || 16%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Deadshot (LW2)|b_name=1}}  || All ranks || 50%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Hunter&#039;s Instincts (LWOTC)|b_name=1}} || All ranks || 33%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Lethal (LWOTC)|b_name=1}}  || All ranks || 8%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Will To Survive (LWOTC)|b_name=1}}  || All ranks || 15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Aliens (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103861</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103861"/>
		<updated>2021-10-19T16:40:14Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: A few smaller changes. Consistent capitalization of LWOTC and WOTC, added some links for pages that are yet to be created, a brief explanation of what NCE is, swapped the positions of the Equipment and Overwatch Rules sections (Equipment makes more sense after Weapons in my opinion, because it also refers to items)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWOTC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WOTC]]:&lt;br /&gt;
* [[Chosen_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_Warlock|Chosen Warlock]]&lt;br /&gt;
They do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WOTC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does &#039;&#039;&#039;not&#039;&#039;&#039; include Liberation chain missions, but does include missions like Psi Gate and The Forge).&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WOTC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWOTC were reworked in some ways compared to how they appeared in WOTC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/14.3%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/7/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WOTC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWOTC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* [[Muton_(LWOTC)|Muton]]&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* [[Sectopod_(LWOTC)|Sectopod]] Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
&lt;br /&gt;
====Najas====&lt;br /&gt;
* [[Naja_(LWOTC)|Najas]] should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WOTC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation (as of version dev28.3).&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWOTC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WOTC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points (AP) upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade: deals more damage and features a higher critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as [[Sectopod_(LWOTC)|Sectopods.&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Not Created Equal (NCE - a feature of LW2/LWOTC that randomizes the starting stats of soldiers) can no longer affect soldiers&#039; starting defense &#039;&#039;(this feature can be turned back on via XComLW_Toolbox.ini in the Config folder of LWOTC)&#039;&#039;, it will always be set to 0. This was done because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WOTC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants 1 additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-Psionic soldiers can&#039;t make use of the Psi stat, and Psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103852</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103852"/>
		<updated>2021-10-19T08:35:25Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Very minor spelling and wording changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWotC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WotC]]:&lt;br /&gt;
* [[Chosen_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_Warlock|Chosen Warlock]]&lt;br /&gt;
They do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WotC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does &#039;&#039;&#039;not&#039;&#039;&#039; include Liberation chain missions, but does include missions like Psi Gate and The Forge).&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWotC behave very similarly to their [[Spectre_(XCOM2)|WotC counterparts]], however they now use their Horror ability more often (when taking a flanking shot or using Shadowbind aren&#039;t viable options), although it no longer causes will loss, but is more likely to panic its target.&lt;br /&gt;
&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWotC are similar to their [[ADVENT_Purifier_(XCOM2)|WotC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and flamethrowers being able to go through most cover and having guaranteed damage. Overall, they are much more difficult than they were in WotC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down). The Disorient status effect no longer disables their flamethrower, but it is still a very powerful tool against them, as it allows your soldiers to maintain a safe distance from Purifiers (whose base mobility is rather low).&lt;br /&gt;
&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWotC were reworked in some ways compared to how they appeared in WotC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/14.3%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/7/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WotC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWotC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* Muton&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* Sectopod Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
&lt;br /&gt;
====Najas====&lt;br /&gt;
* Najas should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WotC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation (as of version dev28.3).&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWotC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WotC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/50%.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives each now have a 3rd tier:&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade : deals more damage and has more critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as Sectopods.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Defense is no longer a part of NCE &#039;&#039;(but is still configurable via XComLW_Toolbox.ini in the Config folder of LWotC)&#039;&#039; because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WotC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants an additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-psionic soldiers can&#039;t make use of the Psi stat, and psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Projects&amp;diff=103825</id>
		<title>Other Projects</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Projects&amp;diff=103825"/>
		<updated>2021-10-18T16:29:40Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Added a link to &amp;quot;Differences from Long War 2 (LWOTC)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LWRBannerFinal.png|900px|link=Long War Rebalance|LW Rebalance Main Page]]&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;[[Long_War_Rebalance|Long War Rebalance]]&#039;&#039;&#039;:&lt;br /&gt;
This is a modification of a modification. The popular Long War 1.0 modification for XCOM:EU/EW was amazing and very successful.  However, there was still room for improvement... thus this mod. Acts as a major overhaul on LW 1.0, with significant balance adjustments, bug fixes, quality of life features, and game play improvements. [[Long_War_Rebalance|Click Here]] to visit the wiki.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Lwotc.png|582px|link=Long War of the Chosen|Long War of the Chosen Main Page]]&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;[[Long_War_of_the_Chosen|Long War of the Chosen]]&#039;&#039;&#039;:&lt;br /&gt;
This is a port of the Long War 2 (LW2) overhaul mod for XCOM 2 to the War of the Chosen (WotC) expansion. It keeps the core gameplay aspects of LW2, while adding many new features based on WotC, such as the Chosen, hero classes, and covert actions. LWotC additionally enhances the game with some balance tweaks and bug fixes. A list of the majority of the most important changes can be found [[Differences_from_Long_War_2_(LWOTC)|here]].&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103823</id>
		<title>Differences from Long War 2 (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Differences_from_Long_War_2_(LWOTC)&amp;diff=103823"/>
		<updated>2021-10-18T16:27:36Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Major overhaul. Restructured the entire page for better readability. Reworded many sentences for improved clarity and a more wiki-like tone. Added many links to existing and yet-to-be-created wiki pages. Added multiple new differences from LW2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===New Enemies===&lt;br /&gt;
====The Chosen====&lt;br /&gt;
LWotC features revamped versions of the [[XCOM_2:_War_of_the_Chosen#The_Chosen|three Chosen from WotC]]:&lt;br /&gt;
* [[Chosen_Assassin|Chosen Assassin]]&lt;br /&gt;
* [[Chosen_Hunter|Chosen Hunter]]&lt;br /&gt;
* [[Chosen_Warlock|Chosen Warlock]]&lt;br /&gt;
They do not appear on regular Guerilla Ops or most other mission types (because they are much more difficult than they were in WotC). They can only be found on very specific missions: all types of Retaliations, Chosen Avenger Defense, Chosen Citadel Assault, and main storyline missions (this does &#039;&#039;&#039;not&#039;&#039;&#039; include Liberation chain missions, but does include missions like Psi Gate and The Forge).&lt;br /&gt;
====Spectres====&lt;br /&gt;
[[Spectre_(LWOTC)|Spectres]] in LWotC behave very similarly to their [[Spectre_(XCOM2)|WotC counterparts]].&lt;br /&gt;
====ADVENT Purifiers====&lt;br /&gt;
[[ADVENT_Purifier_(LWOTC)|ADVENT Purifiers]] in LWotC are similar to their [[ADVENT_Purifier_(XCOM2)|WotC version]], but with a few notable changes, such as the addition of a pistol in case they can&#039;t get close enough to use their flamethrower, the removal of their Incendiary Grenade/Bomb, and the addition of guaranteed damage on their flamethrowers. Overall, they are much more difficult than they were in WotC, because the Burning status effect is much more punishing (disables nearly all non-melee abilities and can&#039;t be removed via Hunker Down).&lt;br /&gt;
====ADVENT Priests====&lt;br /&gt;
[[ADVENT_Priest_(LWOTC)|ADVENT Priests]] in LWotC were reworked in some ways compared to how they appeared in WotC. Killing a Priest that is using Holy Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now provide immunity to negative mental effects to themselves as well as their allies as an aura around them. Additionally, their chance to Sustain is now 100%, but goes down by 25%/14.3%/10% per point of overkill damage (for T1/T2/T3 Priests - this means that you need to deal 4/7/10 overkill damage to guarantee they die without Sustaining).&lt;br /&gt;
====The Lost====&lt;br /&gt;
[[The_Lost_(LWOTC)|The Lost]] are now much more threatening individually than they [[The_Lost|were in WotC]]; they can climb up walls and Headshots are disabled on all difficulties except Rookie.&lt;br /&gt;
The following types of The Lost appear in LWotC:&lt;br /&gt;
* Lost&lt;br /&gt;
* Lost Dasher&lt;br /&gt;
* Lost Brute&lt;br /&gt;
* Lost Grappler&lt;br /&gt;
===Changed Enemies===&lt;br /&gt;
====Mutons====&lt;br /&gt;
* Muton&#039;s Beam Rifle no longer has 1 armor pierce in order to match the lack of this stat on Muton Centurions&#039; and Muton Elites&#039; weapons.&lt;br /&gt;
* Muton&#039;s Beam Rifle base damage is now 5-7, down from 5-9, which makes it less likely for earlygame XCOM soldiers to die in a single hit.&lt;br /&gt;
* Mutons&#039; melee attacks now have a 3 turn cooldown, which means they can no longer be permanently locked in place with correct use of the perk [[Perk_List_(LWOTC)#Combatives|Combatives]].&lt;br /&gt;
&lt;br /&gt;
====Sectopods====&lt;br /&gt;
* Sectopod Blaster now deals 9-13 damage, down from 9-16.&lt;br /&gt;
* Sectopods&#039; AI was improved and they will no longer use Lightning Field when no valid targets are nearby.&lt;br /&gt;
&lt;br /&gt;
====Najas====&lt;br /&gt;
* Najas should no longer shoot at XCOM via Squadsight as a Yellow Alert action, which is especially relevant on Intel Retaliations where all enemies start on Yellow Alert.&lt;br /&gt;
&lt;br /&gt;
==Havens==&lt;br /&gt;
===Rebels===&lt;br /&gt;
* Rebels (Resistance Personnel) have generally better stats and perks. Additionally, they now gain an HP bonus when Combat Armor and Powered Armor are researched.&lt;br /&gt;
* Rebels can now carry up to Coil-tier weapons (up from a maximum of Magnetic-tier). In order for them to have a chance to appear with Coil-tier weapons, the following needs to be researched: &#039;&#039;Coilguns&#039;&#039;, &#039;&#039;Advanced Coilguns&#039;&#039;, and &#039;&#039;Plasma Rifle&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Retaliations===&lt;br /&gt;
* All retaliation types (Intel Retaliation, Supply Retaliation, Recruit Retaliation, Full Retaliation, Invasion) are now guaranteed to feature a Chosen. All Chosen are significantly different and more difficult than they were in WotC.&lt;br /&gt;
* Default alert level (which is directly tied to the enemy count) for all retaliations is slightly increased.&lt;br /&gt;
* Defend Full Retaliations (one of the two types of Full Retaliations) now feature weaker reinforcement drops at the start of the mission, but scale in power more quickly. This makes Defend more in line with the Terror (enemies already present on the map, no reinforcements) type of Full Retaliation, where it&#039;s nearly impossible to save every rebel.&lt;br /&gt;
* The Recruit job retaliation (&amp;quot;Recruit Mini-retal&amp;quot;, &amp;quot;Recruit Raid&amp;quot;) now requires at least 6 rebels on the Recruit job to spawn. Faceless in the haven count as 2 rebels each for this requirement, which isn&#039;t true (and, contrary to popular belief, wasn&#039;t even in LW2) for every other retaliation type. It&#039;s worth noting that having 3 or more rebels (total, across jobs) working jobs other than Hiding can still trigger Full Retaliations if the haven has 5 or more rebels present.&lt;br /&gt;
&lt;br /&gt;
===Haven Management===&lt;br /&gt;
* There is now a &amp;quot;recovery&amp;quot; mechanic for low rebel count havens, implemented to counteract the higher average amount of rebel deaths per retaliation (as a direct result of the revamped Chosen). The Recruit job becomes significantly more effective and is guaranteed to provide a rebel instead of a rookie while the total amount of rebels in a given haven is lower than 6.&lt;br /&gt;
&lt;br /&gt;
===Rendezvous===&lt;br /&gt;
* Rendezvous missions now have a Force Level of &#039;&#039;&#039;(FL * 0.67) - 1&#039;&#039;&#039;, from &#039;&#039;&#039;(FL / 2) - 2&#039;&#039;&#039;. This typically results in a higher FL, which is better suited to the now more powerful rebels.&lt;br /&gt;
* Rendezvous missions can now appear with aliens on the map in addition to typical ADVENT forces and Faceless. This allows for an easier access to a wide variety of alien corpses.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Main Tree Perks===&lt;br /&gt;
* [[Perk_List_(LWOTC)#Locked_On|Locked On]] and [[Perk_List_(LWOTC)#Executioner|Executioner]] grant +20 aim and critical chance, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Bring_.27Em_On|Bring &#039;Em On]] now properly applies to explosives.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Needle_Grenades|Needle Grenades]] now grants +1 bonus damage against unarmored targets. Targets must be initially unarmored for the bonus to take effect, shredding a target down to 0 armor does not count in the current implementation.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Boosted_Cores|Boosted Cores]] now properly applies to damage over time effects, such as burning or poison.&lt;br /&gt;
* [[Perk_List_(LW2)#Kubikuri|Kubikuri]] is now replaced with [[Perk_List_(LWOTC)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Full_Override|Full Override]] options are now reworked. The first option stuns the target for three turns (changed from taking control of it for the rest of the mission). The second option remains the same for most enemies (permanent control), although it is now significantly harder to master (permanently take control of) a Sectopod.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Rescue_Protocol|Rescue Protocol]] now also grants 15 dodge and 5 mobility in addition to a movement action.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lockdown|Lockdown]] now grants +20 aim, theoretically up from +15, but in reality the effect applied twice in LW2 due to a bug, making this effectively a change from +30 to +20.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Mayhem|Mayhem]]&#039;s description remains unchanged, with the same 25% damage bonus, but similarly to Lockdown, in LWotC this effect only applies once, not twice, making this effectively a change from +50% to +25%.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Deadeye|Deadeye]] can now be used with only 1 action remaining (but is still turn-ending) if the [[Sharpshooter_(LWOTC)|Sharpshooter]] has taken [[Perk_List_(LWOTC)#Snap_Shot|Snap Shot]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Lone_Wolf|Lone Wolf]] now provides a +3 aim and defense bonus for each tile away from the nearest ally (starting from 4 tiles away, ending at 7 tiles away) instead of either being active or inactive, and its maximum effect is now +12 defense and aim, up from +10 of each.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Hit_and_Run|Hit and Run]] and [[Perk_List_(LWOTC)#Hunter.27s_Instincts|Hunter&#039;s Instincts]] have swapped places on the [[Shinobi_(LWOTC)|Shinobi]] perk tree.&lt;br /&gt;
&lt;br /&gt;
====Fleche====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fleche|Fleche]]&#039;s distance-based damage bonus is now capped at +5. This doesn&#039;t affect its combat effectiveness in most cases (as +5 damage already requires a 20-tile move), but prevents exploits such as having a Shinobi at the other side of the map use the Icarus Jump ability granted by the Icarus Armor to obtain an excessive damage bonus after jumping (the distance is always calculated from the soldier&#039;s starting position at the beginning of the turn).&lt;br /&gt;
* Fleche now calculates Grazes properly, dividing the final damage (including the distance bonus) by 2, where previously the distance bonus was applied after the Graze penalty, resulting in higher damage.&lt;br /&gt;
* Fleche distance bonus no longer increases the damage of the Burning status effect (which is relevant for Tier 3 Swords).&lt;br /&gt;
&lt;br /&gt;
===Perks from Equipment===&lt;br /&gt;
* Shieldwall (W.A.R. Suit ability) now grants 5 armor, up from 3.&lt;br /&gt;
&lt;br /&gt;
===XCOM Row Perks===&lt;br /&gt;
As the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]] was removed in WotC and replaced with the [[Training_Center_(LWOTC)|Training Center]] (and [[Infirmary_(LWOTC)|Infirmary]]), all non-[[Psi_Operative_(LWOTC)|Psionic]], non-[[SPARK_(LWOTC)|SPARK]] soldiers can now gain Ability Points upon ranking up (in addition to a shared pool of XCOM Ability Points, which are granted only upon completing very specific and difficult objectives, such as defeating Chosen) and have a specialized &amp;quot;XCOM&amp;quot; row of perks, separated into 4 tiers:&lt;br /&gt;
* 2 Tier 1 Perks for 10 AP each&lt;br /&gt;
* 2 Tier 2 Perks for 20 AP each&lt;br /&gt;
* 2 Tier 3 Perks for 30 AP each&lt;br /&gt;
* 1 Tier 4 Perk for 40 AP&lt;br /&gt;
All of these perks can be acquired as soon as the Training Center facility is operational (assuming sufficient AP). There are no rank requirements for any tiers; you can get a Tier 4 ability on a Squaddie, although you will need to spend a lot of the shared XCOM AP.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that these perks are generally much more synergistic with the soldier class than they were in LW2 - for example, classes that don&#039;t usually rely on grenades will no longer obtain grenade-related perks.&lt;br /&gt;
===Pistol Perks===&lt;br /&gt;
Similarly to LW2, most soldiers can equip pistols and learn [[Perk_List_(LWOTC)#Pistol_Perks|Pistol Perks]], but the perks now cost AP and are acquired in the same way as XCOM row perks. They appear 1 row below the XCOM row, which makes it necessary to scroll down the perks screen to see them.&lt;br /&gt;
&lt;br /&gt;
===Psi Perks===&lt;br /&gt;
====Psi Perk Tree====&lt;br /&gt;
&lt;br /&gt;
[[File:LWoTCPsiTree.png|New Psi Perk Tree]]&lt;br /&gt;
&lt;br /&gt;
====New Psi Perks====&lt;br /&gt;
[[Psi_Operative_(LWOTC)|Psi Operatives&#039;]] revamped perk tree features 3 new abilities that allow for greater variety in builds:&lt;br /&gt;
* [[Perk_List_(LWOTC)#Phase_Walk|Phase Walk]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Null_Ward|Null Ward]]&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Storm|Soul Storm]]&lt;br /&gt;
====Changed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LWOTC)#Insanity|Insanity]]&#039;s mind control chance was severely reduced. The most common result is now panic; the disorient chance was also lowered.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Soul_Steal|Soul Steal]] now grants temporary ablative HP for 3 turns regardless of whether the soldier was at full HP. Additionally, it heals for 100% of damage dealt, up from 50%, but increases the cooldown of [[Perk_List_(LWOTC)#Soulfire|Soulfire]] from 2 to 3 turns.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Fuse|Fuse]] is now a free action instead of taking 1 action, but has a 5 turn cooldown, up from no cooldown.&lt;br /&gt;
* [[Perk_List_(LWOTC)#Stasis|Stasis]] can no longer be used on multiple-tile-large units (such as Gatekeepers and Sectopods). It also can&#039;t affect Chosen, but can now target XCOM, as if the soldier had [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]].&lt;br /&gt;
* [[Perk_List_(LWOTC)#Void_Rift|Void Rift]] now also ruptures targets and has a higher chance to additionally cast Insanity on them.&lt;br /&gt;
====Removed Psi Perks====&lt;br /&gt;
* [[Perk_List_(LW2)#Soul_Merge|Soul Merge]] is now removed, but [[Perk_List_(LWOTC)#Mind_Merge|Mind Merge]] now provides slightly better bonuses by default.&lt;br /&gt;
* [[Perk_List_(LW2)#Stasis_Shield|Stasis Shield]] is now removed as a perk, but is effectively integrated into [[Perk_List_(LWOTC)#Stasis|Stasis]].&lt;br /&gt;
* [[Perk_List_(LW2)#Schism|Schism]] is now removed.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
* Rupture from the same source (such as Plasma-tier weapons) can no longer apply multiple times on the same target. Rupture from different sources, such as the [[Perk_List_(LWOTC)#Rupture|Rupture]] perk and from Plasma weaponry, can stack on the same target.&lt;br /&gt;
* Stun/Burn chance of the Tier 2/Tier 3 Swords is now 5%/10% respectively, down from 25%/100%.&lt;br /&gt;
* Sawed-Off Shotguns, Grenade Launchers, and Knives now have a 3rd tier.&lt;br /&gt;
** Plasma Shorty: highest damage Sawed-Off Shotgun; basic Sawed-Off Shotgun and Mag Shorty damage was lowered to compensate for this.&lt;br /&gt;
** Beam Grenade Launcher: in addition to the Advanced Grenade Launcher&#039;s +2 range bonus, it has Blaster Launcher-like targeting, which allows launched grenades to avoid various obstacles.&lt;br /&gt;
** Advanced Vibroblade : deals more damage and has more critical chance than the Vibroblade.&lt;br /&gt;
&lt;br /&gt;
==Overwatch Rules==&lt;br /&gt;
These changes only apply if the &#039;&#039;&#039;Revert Overwatch Rules Change&#039;&#039;&#039; mod is &#039;&#039;&#039;disabled&#039;&#039;&#039;:&lt;br /&gt;
* Overwatch now triggers on a single tile move, which makes it no longer possible to perform 1-tile moves to avoid overwatch. The implementation right now is not perfect and this change may not always function correctly, depending on factors like line of sight, although typically overwatch should now more consistently trigger as targets move or step into range.&lt;br /&gt;
* This change makes it easier to trigger overwatch while in cover, but overwatch shots now ignore 25 cover defense.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Redscreen Rounds can no longer apply multiple times on the same target, but now inflict -30 hack defense, up from -25. This typically makes it significantly more difficult to guarantee hacking high hack defense enemies, such as Sectopods.&lt;br /&gt;
&lt;br /&gt;
==Not Created Equal==&lt;br /&gt;
* Defense is no longer a part of NCE &#039;&#039;(but is still configurable via XComLW_Toolbox.ini in the Config folder of LWotC)&#039;&#039; because managing soldiers with different Defense stats during combat proved too frustrating.&lt;br /&gt;
* A soldier&#039;s Combat Intelligence (a WotC mechanic which affects how many Ability Points a soldier can obtain per rank, and eventually spend on additional perks from their XCOM row once the Training Center facility is operational) is now a part of NCE. It can be listed as Very Low, Low, Average, High, and Very High. Very Low grants 4 AP per rank (except Squaddie) and each level above Very Low grants an additional AP per rank.&lt;br /&gt;
* The Psi and Combat Intelligence stats are now linked together - a high Combat Intelligence automatically means the soldier has a high Psi stat as well. It is no longer possible to have &amp;quot;useless&amp;quot; stats (because non-psionic soldiers can&#039;t make use of the Psi stat, and psionic soldiers can&#039;t make use of Combat Intelligence due to their lack of an XCOM row of perks).&lt;br /&gt;
* The following Combat Intelligence levels correspond to the respective Psi values:&lt;br /&gt;
** Very Low : 5-9&lt;br /&gt;
** Low : 10-14&lt;br /&gt;
** Average : 15-25&lt;br /&gt;
** High : 26-31&lt;br /&gt;
** Very High : 32-35&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWOTC)&amp;diff=100035</id>
		<title>Research (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWOTC)&amp;diff=100035"/>
		<updated>2021-02-28T11:56:41Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Created the page. I figure providing all the new information from the Tech Tree in the same format as the &amp;quot;Research (LW2)&amp;quot; page would take *a lot* of time and effort, so until someone decides to do that, linking to the tree itself is better than nothing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The majority of [[Research (LW2)|research projects from Long War 2]] exist in LWOTC in an unchanged form, but there are some key differences resulting from, among other factors, the introduction of new enemy types and hero classes, as well as some balance tweaks.&lt;br /&gt;
&lt;br /&gt;
Click [https://cdn.discordapp.com/attachments/675330454554935306/814289475391062066/download_2.png here] to view the full Tech Tree made by Anthogator for LWOTC version Dev 24.&lt;br /&gt;
[[Category:Facilities (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_of_the_Chosen_Table&amp;diff=100034</id>
		<title>Long War of the Chosen Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_of_the_Chosen_Table&amp;diff=100034"/>
		<updated>2021-02-28T11:23:30Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: The Advanced Warfare Center does not exist in LWOTC - it was replaced by the Training Center and Infirmary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;Long War of the Chosen&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: black; background: #000000; text-align: center;&amp;quot;&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | [[File:Lwotc.png|x50px]]&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Immortal_Commander.jpg|30px|Overview|link=]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Differences from Long War 2 (LWOTC)|Differences from LW2]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:LW SquadIcon39.png|30px|Soldiers|link=Soldiers (LWOTC)]] &#039;&#039;&#039;[[Soldiers (LWOTC)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:LW2 class assault.png|24px|Assault|link=Assault (LWOTC)]] [[Assault (LWOTC)|Assault]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class grenadier.png|24px|Grenadier|link=Grenadier (LWOTC)]] [[Grenadier (LWOTC)|Grenadier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW2 class Gunner.png|24px|Gunner|link=Gunner (LWOTC)]] [[Gunner (LWOTC)|Gunner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class ranger.png|24px|Ranger|link=Ranger (LWOTC)]] [[Ranger (LWOTC)|Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class sharpshooter.png|24px|Sharpshooter|link=Sharpshooter (LWOTC)]] [[Sharpshooter (LWOTC)|Sharpshooter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW2 class Shinobi.png|24px|Shinobi|link=Shinobi (LWOTC)]] [[Shinobi (LWOTC)|Shinobi]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class specialist.png|24px|Specialist|link=Specialist (LWOTC)]] [[Specialist (LWOTC)|Specialist]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LW2 class Technical.png|24px|Technical|link=Technical (LWOTC)]] [[Technical (LWOTC)|Technical]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class psiop.png|24px|Psi Operative|link=Psi Operative (LWOTC)]] [[Psi Operative (LWOTC)|Psi Operative]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class spark.png|24px|SPARK|link=SPARK (LWOTC)]] [[SPARK (LWOTC)|SPARK]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class reaper.png|24px|Reaper|link=Reaper (LWOTC)]] [[Reaper (LWOTC)|Reaper]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class skirmisher.png|24px|Skirmisher|link=Skirmisher (LWOTC)]] [[Skirmisher (LWOTC)|Skirmisher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:XCOM2 class templar.png|24px|Templar|link=Templar (LWOTC)]] [[Templar (LWOTC)|Templar]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:LWOfficers RankFieldCommander.png|24px|Officer|link=Officers (LWOTC)]] [[Officers (LWOTC)|Officer]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2 UIEvent blackmarket.png|30px|Arsenal|link=]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 ConvPistol.png|40px|Weapons|link=Weapons (LWOTC)]] [[Weapons (LWOTC)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2 Inv Kevlar Armor.png|40px|Armor|link=Armor (LWOTC)]] [[Armor (LWOTC)|Armor]]&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM2 Inv Frag Grenade.png|40px|Equipment|link=Equipment (LWOTC)]] [[Equipment (LWOTC)|Equipment]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:LW SquadIcon1.png|30px|The Avenger|link=]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Icon science.png|20px|Research|link=Research (LWOTC)]] [[Research (LWOTC)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Icon engineering.png|20px|Engineering|link=Engineering (LWOTC)]] [[Engineering (LWOTC)|Engineering]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 Icon construction.png|20px|Facilities|link=Facilities (LWOTC)]] [[Facilities (LWOTC)|Facilities]]&lt;br /&gt;
&lt;br /&gt;
: [[Training Center (LWOTC)|Training Center]]&lt;br /&gt;
: [[Infirmary (LWOTC)|Infirmary]]&lt;br /&gt;
: [[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]]&lt;br /&gt;
: [[Proving Ground (LWOTC)|Proving Ground]]&lt;br /&gt;
: [[Psionic Labs (LWOTC)|Psionic Labs]]&lt;br /&gt;
: [[Shadow Chamber (LWOTC)|Shadow Chamber]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2 UIEvent advent.png|30px|ADVENT|link=]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[ADVENT (LWOTC)|ADVENT Units and Life Forms]]&lt;br /&gt;
: [[ADVENT Unit Stats (LWOTC)|Unit Stats]]&lt;br /&gt;
: [[ADVENT Unit Deployments (LWOTC)|Unit Deployments]]&lt;br /&gt;
&lt;br /&gt;
[[ADVENT&#039;s Agenda (LWOTC)|ADVENT&#039;s Agenda]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Events (LWOTC)|Dark Events]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:XCOM2 UIEvent council.png|30px|Strategy Layer|link=]] &#039;&#039;&#039;Strategy Layer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Continent Bonus (LWOTC)|Continent Bonus]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Haven Management (LWOTC)|Haven Management]]&lt;br /&gt;
&lt;br /&gt;
[[Squad Management (LWOTC)|Squad Management]]&lt;br /&gt;
&lt;br /&gt;
[[Missions (LWOTC)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
[[Infiltration (LWOTC)|Infiltration]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:XCOM2 GOPS.png|30px|Tactical Layer|link=Tactics (LWOTC)]] &#039;&#039;&#039;[[Tactics (LWOTC)|Tactical Layer]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechanics (LWOTC)|Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Evac (LWOTC)|Evac]]&lt;br /&gt;
&lt;br /&gt;
[[Reinforcements (LWOTC)|Alien Reinforcements]]&lt;br /&gt;
&lt;br /&gt;
[[Sounds (LWOTC)|Sound Range]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM2_class_templar.png&amp;diff=100031</id>
		<title>File:XCOM2 class templar.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM2_class_templar.png&amp;diff=100031"/>
		<updated>2021-02-27T23:00:22Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: One of the possible icons for soldiers from the Templars resistance faction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
One of the possible icons for soldiers from the Templars resistance faction.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM2_class_skirmisher.png&amp;diff=100030</id>
		<title>File:XCOM2 class skirmisher.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM2_class_skirmisher.png&amp;diff=100030"/>
		<updated>2021-02-27T22:59:34Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: One of the possible icons for soldiers from the Skirmishers resistance faction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
One of the possible icons for soldiers from the Skirmishers resistance faction.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM2_class_reaper.png&amp;diff=100029</id>
		<title>File:XCOM2 class reaper.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM2_class_reaper.png&amp;diff=100029"/>
		<updated>2021-02-27T22:40:39Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: One of the possible icons for soldiers from the Reapers resistance faction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
One of the possible icons for soldiers from the Reapers resistance faction.&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Projects&amp;diff=100028</id>
		<title>Other Projects</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Projects&amp;diff=100028"/>
		<updated>2021-02-27T22:27:46Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Minor wording improvement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LWRBannerFinal.png|900px|link=Long War Rebalance|LW Rebalance Main Page]]&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;[[Long_War_Rebalance|Long War Rebalance]]&#039;&#039;&#039;:&lt;br /&gt;
This is a modification of a modification. The popular Long War 1.0 modification for XCOM:EU/EW was amazing and very successful.  However, there was still room for improvement... thus this mod. Acts as a major overhaul on LW 1.0, with significant balance adjustments, bug fixes, quality of life features, and game play improvements. [[Long_War_Rebalance|Click Here]] to visit the wiki.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Lwotc.png|582px|link=Long War of the Chosen|Long War of the Chosen Main Page]]&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;[[Long_War_of_the_Chosen|Long War of the Chosen]]&#039;&#039;&#039;:&lt;br /&gt;
This is a port of the Long War 2 (LW2) overhaul mod for XCOM 2 to the War of the Chosen (WotC) expansion. It keeps the core gameplay aspects of LW2, while adding many new features based on WotC, such as the Chosen, hero classes, and covert actions. LWotC additionally enhances the game with some balance tweaks and bug fixes.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Projects&amp;diff=100027</id>
		<title>Other Projects</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Projects&amp;diff=100027"/>
		<updated>2021-02-27T22:22:26Z</updated>

		<summary type="html">&lt;p&gt;Meatninja: Added a link to the Long War of the Chosen wiki main page, alongside a brief description of the mod.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LWRBannerFinal.png|900px|link=Long War Rebalance|LW Rebalance Main Page]]&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;[[Long_War_Rebalance|Long War Rebalance]]&#039;&#039;&#039;:&lt;br /&gt;
This is a modification of a modification. The popular Long War 1.0 modification for XCOM:EU/EW was amazing and very successful.  However, there was still room for improvement... thus this mod. Acts as a major overhaul on LW 1.0, with significant balance adjustments, bug fixes, quality of life features, and game play improvements. [[Long_War_Rebalance|Click Here]] to visit the wiki.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Lwotc.png|582px|link=Long War of the Chosen|Long War of the Chosen Main Page]]&lt;br /&gt;
&amp;lt;div&amp;gt;&#039;&#039;&#039;[[Long_War_of_the_Chosen|Long War of the Chosen]]&#039;&#039;&#039;:&lt;br /&gt;
This is a port of the Long War 2 (LW2) overhaul mod for XCOM 2 to the War of the Chosen (WOTC) expansion. It keeps the core gameplay aspects of LW2, while adding many new features based on WOTC, such as the Chosen, hero classes, and covert actions, while also enhancing the game with some balance tweaks and bug fixes.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Meatninja</name></author>
	</entry>
</feed>