<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Root</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Root"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Root"/>
	<updated>2026-05-01T04:31:02Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=71379</id>
		<title>Specialist (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=71379"/>
		<updated>2016-02-24T13:04:21Z</updated>

		<summary type="html">&lt;p&gt;Root: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Specialist&#039;&#039;&#039; operates some of XCOM&#039;s most advanced equipment. They deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty. The Specialist is the successor to the [[Support (EU2012)|Support]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Gremlin&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
&lt;br /&gt;
As a support and utility class, the Specialist is possibly the most able to mix its skill trees without impacting its usefulness in any particular role.&lt;br /&gt;
&lt;br /&gt;
The Specialists signature ability is Aid Protocol, an ability that grants bonus defense based on the rank of the Gremlin they have equipped. It&#039;s noteworthy that using Aid Protocol does not end the Specialists turn, nor does hacking or Medical Protocol. This ability to use two actions in a turn means that the Specialist is best placed in a defensive position near the edge of active combat, allowing them to use minimal actions moving and instead controlling the battlefield with their Gremlin, whilst still providing fire support.&lt;br /&gt;
&lt;br /&gt;
Medic specialists gain multiple abilities allowing them to recover their teams health more efficiently and remedy status effects.&lt;br /&gt;
&lt;br /&gt;
Combat hackers gain a wide variety of utility skills, including the ability to finish off weakened enemies, and deal with robotic enemies effectively.&lt;br /&gt;
&lt;br /&gt;
Regardless of path, experienced Specialists will have a focus in Overwatch shots, and will be the primary carriers of Skulljacks, reducing their potential item slots, though their array of utility abilities reduces this downside.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Aid Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Command your Gremlin to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin grants +20 Defense.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Battle Medic&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Combat Hacker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Medical Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can perform healing actions remotely.&#039;&#039; &amp;lt;br/&amp;gt; Grants one free Medkit charge.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Combat Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin deals 2 damage. Usable twice per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Revival Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an ally to remove any negative status effects: Disoriented, Stunned, Panicked, or Unconscious.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Haywire Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You may target robotic and mechanical enemies with your Gremlin, attempting to hack them and seize control.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped medikits have 2 extra charges.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Scanning Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can trigger an instant scan of the area, increasing the Specialist&#039;s sight radius substantially for one turn, and revealing any hidden or disguised enemies in view.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Overwatch shots can be triggered by any enemy action, not just movement.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Threat Assessment&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Aid Protocol now grants the target a Covering Fire overwatch shot, but the Aid Protocol cooldown is increased by 1 turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you spend all your actions on moves, you are granted an automatic overwatch shot at the end of the turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;With every successful overwatch shot, there is a 50% chance that another shot will be taken.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Restoration&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin flies to each squad member, healing or reviving them as needed.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Capacitor Discharge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
As the Support class was described as &#039;not &#039;&#039;sexy&#039;&#039; like the other classes,&#039; the Specialist managed to bring the sexy back.&lt;br /&gt;
&lt;br /&gt;
In the Tech-heavy world of the ADVENT Administration, information is a literal commodity: Intel resources can be hard to come by, and that&#039;s where the Specialist comes in. As they bring the Gremlin models with them, they receive a major boost to hacking abilities over the other soldiers tiny PDAs. Not only can you (with luck) disable, or even take over enemy robotic units, but remotely access terminals you would otherwise need to get close (and risk exposure) to access. Indeed, they&#039;re the only ones that can safely hack the &#039;lamp posts&#039; in the cities that scan for identification, at least while remaining in concealment.&lt;br /&gt;
&lt;br /&gt;
When hacking (including with other soldiers), the screen that appears will show the three possible results. Most commonly, it will show the failstate (often buffing the targeted device), a medium-difficulty utility hack, and a hard difficulty bonus hack. For example, on MECs and Turrets, the failstate is to buff the unit, and the hack is to either disable, or to take over the unit (lasts 3 turns). Meanwhile, the aforementioned &#039;lamp posts&#039; hack is the failstate of summoning re-enforcements,  and &#039;&#039;usually&#039;&#039; either causing all enemies to go into Disoriented status, or complete invulnerability for the Specialist for two turns. &#039;Usually&#039;, because on occasional missions, hacking these lamp posts, which are connected to ADVENT&#039;s equivalent of [[Zudjari_and_Mosaic_(Bureau)|Mosaic]], may give other bonuses, such as ADVENT facility information-- extremely helpful to keeping the Avatar program from completing, or effectively a free Mind Control of a random enemy unit still on the map. It is worth going out of the way to hack whenever possible for other bonuses such as permanent increase to the Specialist&#039;s hacking score.&lt;br /&gt;
&lt;br /&gt;
It is also advisable to give them the Skulljack device, as their hacking bonus will apply, as well: this not also gives the Specialist a high-chance instant kill against ADVENT soldiers of all kinds, but gives them a Ranger/Lancer-like dashing attack with it (once per mission). This can be extremely profitable, as hacking bonuses include intel, resources, or even Avatar Facility location data (which must then be researched). Turning your specialist into such an &#039;Intelligence Officer&#039; is very effective for your overall campaign against ADVENT and the aliens.&lt;br /&gt;
&lt;br /&gt;
Note that when hacking, the choice is for either the &#039;utility&#039; hack, &#039;&#039;or&#039;&#039; the bonus hack, not both: simply click the panel for the hack you want to go for. Either way, pray to the RNG Gods that you chose below the roll.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Aliens are at least smart enough to pick the most likely shots available, so protect vulnerable or low-health allies with Aid Protocol to stop them being finished off. Aid Protocol can also negate an ADVENT officers mark, the weakness of low cover, or exposed Rangers. If your entire team is in high cover and one ally is in low cover, they will recieve dangerous amounts of enemy focus. Aid Protocol can negate this.&lt;br /&gt;
&lt;br /&gt;
Combat Protocol deals extra damage to mechanical units, which can compensate for the limited means to deal with armoured enemies early-game.&lt;br /&gt;
&lt;br /&gt;
Once ADVENT MECs have appeared, autopsy one as a priority to get the Mark 2 Gremlin, which offers substantial improvements to most things that a Specialist can do.&lt;br /&gt;
&lt;br /&gt;
Combat Protocol has many beneficial situations, but should not be used as a primary offensive tool, due to its low number of uses and great utility. Use it to cancel enemy Overwatches, deal severe damage to MECs if you cannot shred their armor, and finish off entrenched units.&lt;br /&gt;
&lt;br /&gt;
Carrying a Skulljack once Skullmining has been researched provides a substantial boost to your Tech score.&lt;br /&gt;
&lt;br /&gt;
Bluescreen Rounds and EMP Grenades reduce the Tech scores of targets they damage. This can allow for easier hacking of mechanical units. Even a stunned unit that is hacked will still attract a lot of fire from the alien forces onto itself, which can turn the tide of combat.&lt;br /&gt;
&lt;br /&gt;
Haywire Protocol is best used on enemies whose destruction you can be fairly certain of if things go wrong.&lt;br /&gt;
&lt;br /&gt;
Attempting a Skulljack or Skullmine does guaranteed damage, and does not cost the unit their entire turn if it fails.&lt;br /&gt;
&lt;br /&gt;
Consider when hacking the negatives of failure. It&#039;s better to take riskier hacks on guaranteed hacks like transport doors or item chests, rather than lampposts.&lt;br /&gt;
&lt;br /&gt;
Triggering alien groups to investigate your position as a result of failed hacks can actually be a good way to lead them into an overwatch trap.&lt;br /&gt;
&lt;br /&gt;
==Sources== &lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Root</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sharpshooter_(XCOM2)&amp;diff=71378</id>
		<title>Sharpshooter (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sharpshooter_(XCOM2)&amp;diff=71378"/>
		<updated>2016-02-24T12:06:54Z</updated>

		<summary type="html">&lt;p&gt;Root: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; engages enemy targets with pinpoint accuracy from extreme range. They are also trained in pistol marksmanship for the occasional close encounter. The Sharpshooter is the successor to the [[Sniper (EU2012)|Sniper]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistol&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
&lt;br /&gt;
The Sharpshooter has perhaps the two most distinct roles of the games classes, that significantly alter their playstyle and function. Their signature ability is Squadsight, which allows them to fire on targets outside of their vision range with their sniper rifle.&lt;br /&gt;
&lt;br /&gt;
Their first tree, Sniper, is dedicated to dealing single, high-damage shots with their Rifle from an extreme distance, preferably from a vantage point. Key abilities expand their function in this role, allowing them to risk hit chance for single, extreme-damage shots that punch through armour, allow Overwatch to function from their range, and later on, to designate an entire area for them to take repeated overwatch shots into, potentially decimating entire pods.&lt;br /&gt;
&lt;br /&gt;
Their second tree, Gunslinger, focuses instead on their pistol, which by contrast deals multiple low-damage shots from the center of combat. Many of the Gunslingers abilities increase the amount of times the pistol can be fired in a round, with high-rank gunslingers regularly spitting out five shots per round. This gives them great potential damage output in the right situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Squadsight&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You can target enemies within squadmates&#039; sight, provided there is a line of sight to the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Sniper&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Gunslinger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Long Watch&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows Overwatch to trigger with Squadsight.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Return Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When targeting by enemy fire, automatically fire back with your pistol once per turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Deadeye&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a shot with a small aim penalty for a significant damage boost.&#039;&#039; &amp;lt;br/&amp;gt; 2 turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Lightning Hands&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire your pistol at a target. This attack does not cost an action.&#039;&#039; &amp;lt;br/&amp;gt; 3 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Death from Above&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing an enemy at a lower elevation with your sniper rifle costs only a single action, and does not end your turn.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Quickdraw&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing your pistol with your first action no longer ends your turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Kill Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take a reaction shot against any enemy that moves or attacks within a cone of fire.&#039;&#039; &amp;lt;br/&amp;gt; Ability does not end after first shot; only restricted by ammo. 3 turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Faceoff&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire once at every visible enemy with your pistol.&#039;&#039; &amp;lt;br/&amp;gt; 3 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Steady Hands&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you did not move last turn, gain +10 Aim and +10 Critical chance.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Aim&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Hunker Down now confers +20 Aim to the first shot on the following turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Serial&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A powerful chained shot ability. For every kill made with your sniper rifle, your actions will be refunded.&#039;&#039; &amp;lt;br/&amp;gt; Critical chance decreases per chained kill. 4 turn cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Fan Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire the pistol three times at the same target.&#039;&#039; &amp;lt;br/&amp;gt; 3 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Gunslinger-build Sharpshooters benefit highly from Dragon and Venom ammo modifications for many reasons. For one, Face-Off can be used to apply Burning or Poison to entire groups of enemies. For two, the extra damage from these modifications can be used multiple times per round, multiplying the damage benefit. This is most noticeable with the anti-robot Bluescreen Rounds. Using a single shot, a free Lightning Hands shot, and Fan Fire against a Sectopod gains the benefit of Bluescreen rounds 5 times, for a +25 boost to damage output.&lt;br /&gt;
&lt;br /&gt;
Sniper-build Sharpshooters should not be taken on missions where an Extraction is necessary, as they rarely get chance to set themselves into a strong position and hold it, due to the need to be constantly on the move.&lt;br /&gt;
&lt;br /&gt;
Since they are rarely capable of using other items, Sniper-build sharpshooters should be given an ammo type, and a medikit, simply allowing them to carry extra healing for the team on longer missions.&lt;br /&gt;
&lt;br /&gt;
Sniper Sharpshooters have extreme synergy with Scout-based Rangers, who can provide visual on enemies whilst remaining concealed, allowing Sharpshooters to fire indiscriminately at them from their nests.&lt;br /&gt;
&lt;br /&gt;
Gunslinger sharpshooters are generally less effective combatants until they unlock their higher-level abilities, whilst Snipers are safe and easy to train. For this reason, one might consider using the AWC to switch a high-ranked Sniper into a high-ranked Gunslinger once they have access to the abilities that let them shine.&lt;br /&gt;
&lt;br /&gt;
Gunslingers do not benefit from attachments to their primary weapon.&lt;br /&gt;
&lt;br /&gt;
Snipers benefit greatly from Scopes, since they are rarely not taking a shot when possible, and later on, from Expanded Magazines and Auto-Loaders once Kill Zone is eating into their ammo usage.&lt;br /&gt;
&lt;br /&gt;
Placing a Kill Zone on an untriggered enemy pod, then setting them off, will often deal severe damage to the group, but expend the Snipers ammunition. Placing Psi-Inspire onto the Kill Zone sniper, and reloading, will not remove the Kill Zone, allowing it to trigger once again on the enemy turn. Using this technique, a sniper can take two shots at every enemy in a group.&lt;br /&gt;
&lt;br /&gt;
Deadeye does not provide a static penalty to Aim, rather reducing the chance to hit by a fraction. As such, it&#039;s better to use this ability on only moderate hit chances. Otherwise, it can be used when reducing an enemy to low health is as useless as missing them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Root</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=71377</id>
		<title>Ranger (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=71377"/>
		<updated>2016-02-24T12:01:04Z</updated>

		<summary type="html">&lt;p&gt;Root: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ranger.png|right|thumb|400px|The Ranger class.]]&amp;quot;The Ranger serves as our primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range using extensive training in swordsmanship.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapons:&#039;&#039;&#039; Shotgun, Shard Gun, Storm Gun, Assault Rifle, Magnetic Rifle, Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auxiliary Weapons:&#039;&#039;&#039; Sword, Arc Blade, Fusion Blade&lt;br /&gt;
&lt;br /&gt;
== Class Role ==&lt;br /&gt;
&lt;br /&gt;
The Rangers skill tree allows focus in, or mixing of, two distinct roles. Either the Ranger is a close-range damage-dealer, or a stealthy scouting class. They are the only class capable of remaining concealed for a large amount of a mission, and wielding powerful shotgun-class weapons, which have significantly less penalty for range than in the previous game.&lt;br /&gt;
&lt;br /&gt;
The Rangers Scout path focuses on improving their ability to use Concealment, with Phantom allowing an Ranger to potentially remain stealth through the entire mission, which can help in long missions by preventing the squad from being surprised by enemy pods. Conceal allows the Ranger to enter stealth even on normally exposed missions, or to return themselves to their concealed state after launching an ambush. In combat skills, the Scout path offers abilities that suit a lone-wolf, flanking combat style, with Implacable allowing the soldier to reposition after exposing themselves for a flank.&lt;br /&gt;
&lt;br /&gt;
Their Assault path pursues more blade-focused abilities and a proficiency in being a very aggressive up-front attacker. Key abilities improve the Ranger&#039;s sword abilities, and allow them to ignore overwatch shots that would prevent them from engaging, with Bladestorm serving as a counter to any melee-based aliens. Untouchable provides a degree of safety from the retaliation to their aggressive behaviour, and Reaper can allow the Ranger to perform cleanup on softened enemy pods.&lt;br /&gt;
&lt;br /&gt;
Rangers frequently embody the concept of high-risk, high-reward, capable of exceptional, reliable damage, at the cost of exposing themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:Squaddie (XCOM2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Slash.png|32px|center]]&#039;&#039;&#039;Slash&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Attack an enemy within movement range of your sword.&#039;&#039;&amp;lt;br/&amp;gt;Similar to Run and Gun, Slash allows a full double move followed by a sword attack. Melee attacks have a range of 1 tile, including diagonals, and may strike over half-cover. No cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot;| Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot;| Scout&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Assault&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Corporal (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Phantom.png|32px|center]]&#039;&#039;&#039;Phantom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When the squad is revealed, this soldier remains concealed.&#039;&#039;&amp;lt;br/&amp;gt;Soldiers with Phantom always begin a mission concealed, even if the mission type does not allow the squad to begin in concealment.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Blademaster.png|32px|center]]&#039;&#039;&#039;Blademaster&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deal +2 damage on all sword attacks.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Sergeant (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Shadowstrike.png|32px|center]]&#039;&#039;&#039;Shadowstrike&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;While concealed, gain +25 bonus aim and +25 bonus critical chance when attacking enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Shadowstep.png|32px|center]]&#039;&#039;&#039;Shadowstep&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;This soldier does not trigger overwatch or reaction fire.&#039;&#039;&amp;lt;br/&amp;gt;Note that the unit will no longer be able to run Overwatch shots, instead of fully dodging them (such as Lightning Reflexes in EU2012).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Lieutenant (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Conceal.png|32px|center]]&#039;&#039;&#039;Conceal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Immediately enter concealment once per mission.&#039;&#039;&amp;lt;br/&amp;gt;Does not cost an action.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Run and Gun (XCOM 2).png|32px|center]]&#039;&#039;&#039;Run and Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take an extra action after dashing.&#039;&#039;&amp;lt;br/&amp;gt;3-turn cooldown. Grants an extra action, allowing for item use.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Captain (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Implacable.png|32px|center]]&#039;&#039;&#039;Implacable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score one or more kills on your turn, you are granted a single bonus move.&#039;&#039;&amp;lt;br/&amp;gt;Grants a move, not an action (cannot attack or use items).&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Bladestorm.png|32px|center]]&#039;&#039;&#039;Bladestorm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Free sword attacks on any enemies that enter or attack from melee range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Major (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Deep Cover.png|32px|center]]&#039;&#039;&#039;Deep Cover&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you did not attack this turn, hunker down automatically.&#039;&#039;&amp;lt;br/&amp;gt;Overwatch does not count as an attack.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Untouchable.png|32px|center]]&#039;&#039;&#039;Untouchable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score a kill during your turn, the next attack against you during the enemy turn will miss.&#039;&#039;&amp;lt;br/&amp;gt;Includes area-of-effect attacks such as grenades.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Colonel (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Rapid Fire.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Reaper.png|32px|center]]&#039;&#039;&#039;Reaper&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks deal reduced damage.&#039;&#039;&amp;lt;br/&amp;gt;4-turn cooldown. Cannot combine with Run and Gun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Commanders should consider the dangers of having a single unit advance mid-combat, for instance, to perform a melee strike. Ending your turn by having a Ranger slash the final enemy of a pod can unintentionally grab the attention of a nearby pod, which will then have a full turn to attack the possibly-exposed Ranger.&lt;br /&gt;
&lt;br /&gt;
The shotgun is often a far superior option to the blade if Run and Gun is up, or the target can be closed on with a single move, due to its high point-blank aim bonus, and higher potential damage.&lt;br /&gt;
&lt;br /&gt;
Assault rangers thrive on timed missions that require rapid advancement, such as VIP extractions, due to their ability to quickly end fights with aggressive plays. In comparison, Scout rangers thrive on untimed missions, where they can survey the map and pick out pods for their allies to engage on their own terms.&lt;br /&gt;
&lt;br /&gt;
Merely taking the Phantom and Conceal abilities can allow a primarily Assault-based Ranger to fulfil the role of a scout.&lt;br /&gt;
&lt;br /&gt;
A Perception PCS will also apply to a Rangers Slash ability, reducing or removing the likelihood of missing a crucial melee attack.&lt;br /&gt;
&lt;br /&gt;
The benefits of Shadowstrike will apply to attacks initiated on enemies without Line-Of-Sight to the Ranger, which can be performed with any ally spotting for the Ranger.&lt;br /&gt;
&lt;br /&gt;
Shotgun-using Rangers will often be the best target for your Laser Sight attachments, as they increase in potency the closer their user is to their target. With the right combination of flanks, range, and attachment, Rangers can hit 100% critical chance.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Root</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=71376</id>
		<title>Ranger (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ranger_(XCOM2)&amp;diff=71376"/>
		<updated>2016-02-24T11:35:44Z</updated>

		<summary type="html">&lt;p&gt;Root: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ranger.png|right|thumb|400px|The Ranger class.]]&amp;quot;The Ranger serves as our primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range using extensive training in swordsmanship.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapons:&#039;&#039;&#039; Shotgun, Shard Gun, Storm Gun, Assault Rifle, Magnetic Rifle, Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auxiliary Weapons:&#039;&#039;&#039; Sword, Arc Blade, Fusion Blade&lt;br /&gt;
&lt;br /&gt;
== Class Role ==&lt;br /&gt;
&lt;br /&gt;
The Rangers skill tree allows focus in, or mixing of, two distinct roles. Either the Ranger is a close-range damage-dealer, or a stealthy scouting class. They are the only class capable of remaining concealed for a large amount of a mission, and wielding powerful shotgun-class weapons, which have significantly less penalty for range than in the previous game.&lt;br /&gt;
&lt;br /&gt;
The Rangers Scout path focuses on improving their ability to use Concealment, with Phantom allowing an Ranger to potentially remain stealth through the entire mission, which can help in long missions by preventing the squad from being surprised by enemy pods. Conceal allows the Ranger to enter stealth even on normally exposed missions, or to return themselves to their concealed state after launching an ambush. In combat skills, the Scout path offers abilities that suit a lone-wolf, flanking combat style, with Implacable allowing the soldier to reposition after exposing themselves for a flank.&lt;br /&gt;
&lt;br /&gt;
Their Assault path pursues more blade-focused abilities and a proficiency in being a very aggressive up-front attacker. Key abilities improve the Ranger&#039;s sword abilities, and allow them to ignore overwatch shots that would prevent them from engaging, with Bladestorm serving as a counter to any melee-based aliens. Untouchable provides a degree of safety from the retaliation to their aggressive behaviour, and Reaper can allow the Ranger to perform cleanup on softened enemy pods.&lt;br /&gt;
&lt;br /&gt;
Rangers frequently embody the concept of high-risk, high-reward, capable of exceptional, reliable damage, at the cost of exposing themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:Squaddie (XCOM2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Slash.png|32px|center]]&#039;&#039;&#039;Slash&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Attack an enemy within movement range of your sword.&#039;&#039;&amp;lt;br/&amp;gt;Similar to Run and Gun, Slash allows a full double move followed by a sword attack. Melee attacks have a range of 1 tile, including diagonals, and may strike over half-cover. No cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot;| Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot;| Scout&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Assault&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Corporal (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Phantom.png|32px|center]]&#039;&#039;&#039;Phantom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When the squad is revealed, this soldier remains concealed.&#039;&#039;&amp;lt;br/&amp;gt;Soldiers with Phantom always begin a mission concealed, even if the mission type does not allow the squad to begin in concealment.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Blademaster.png|32px|center]]&#039;&#039;&#039;Blademaster&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deal +2 damage on all sword attacks.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Sergeant (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Shadowstrike.png|32px|center]]&#039;&#039;&#039;Shadowstrike&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;While concealed, gain +25 bonus aim and +25 bonus critical chance when attacking enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Shadowstep.png|32px|center]]&#039;&#039;&#039;Shadowstep&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;This soldier does not trigger overwatch or reaction fire.&#039;&#039;&amp;lt;br/&amp;gt;Note that the unit will no longer be able to run Overwatch shots, instead of fully dodging them (such as Lightning Reflexes in EU2012).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Lieutenant (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Conceal.png|32px|center]]&#039;&#039;&#039;Conceal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Immediately enter concealment once per mission.&#039;&#039;&amp;lt;br/&amp;gt;Does not cost an action.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Run and Gun (XCOM 2).png|32px|center]]&#039;&#039;&#039;Run and Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take an extra action after dashing.&#039;&#039;&amp;lt;br/&amp;gt;3-turn cooldown. Grants an extra action, allowing for item use.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Captain (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Implacable.png|32px|center]]&#039;&#039;&#039;Implacable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score one or more kills on your turn, you are granted a single bonus move.&#039;&#039;&amp;lt;br/&amp;gt;Grants a move, not an action (cannot attack or use items).&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Bladestorm.png|32px|center]]&#039;&#039;&#039;Bladestorm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Free sword attacks on any enemies that enter or attack from melee range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Major (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Deep Cover.png|32px|center]]&#039;&#039;&#039;Deep Cover&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you did not attack this turn, hunker down automatically.&#039;&#039;&amp;lt;br/&amp;gt;Overwatch does not count as an attack.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Untouchable.png|32px|center]]&#039;&#039;&#039;Untouchable&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you score a kill during your turn, the next attack against you during the enemy turn will miss.&#039;&#039;&amp;lt;br/&amp;gt;Includes area-of-effect attacks such as grenades.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:Colonel (XCOM 2).png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Rapid Fire.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:Reaper.png|32px|center]]&#039;&#039;&#039;Reaper&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks deal reduced damage.&#039;&#039;&amp;lt;br/&amp;gt;4-turn cooldown. Cannot combine with Run and Gun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Commanders should consider the dangers of having a single unit advance mid-combat, for instance, to perform a melee strike. Ending your turn by having a Ranger slash the final enemy of a pod can unintentionally grab the attention of a nearby pod, which will then have a full turn to attack the possibly-exposed Ranger.&lt;br /&gt;
&lt;br /&gt;
The shotgun is often a far superior option to the blade if Run and Gun is up, or the target can be closed on with a single move, due to its high point-blank aim bonus, and higher potential damage.&lt;br /&gt;
&lt;br /&gt;
Assault rangers thrive on timed missions that require rapid advancement, such as VIP extractions, due to their ability to quickly end fights with aggressive plays. In comparison, Scout rangers thrive on untimed missions, where they can survey the map and pick out pods for their allies to engage on their own terms.&lt;br /&gt;
&lt;br /&gt;
Merely taking the Phantom and Conceal abilities can allow a primarily Assault-based Ranger to fulfil the role of a scout.&lt;br /&gt;
&lt;br /&gt;
A Perception PCS will also apply to a Rangers Slash ability, reducing or removing the likelihood of missing a crucial melee attack.&lt;br /&gt;
&lt;br /&gt;
The benefits of Shadowstrike will apply to attacks initiated on enemies without Line-Of-Sight to the Ranger, which can be performed with any ally spotting for the Ranger.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Root</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Viper_(XCOM2)&amp;diff=71185</id>
		<title>Viper (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Viper_(XCOM2)&amp;diff=71185"/>
		<updated>2016-02-10T11:59:14Z</updated>

		<summary type="html">&lt;p&gt;Root: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
Since the original invasion, the role of an infiltration unit became less important, and when infiltrators were needed, the shapeshifting Faceless were a great improvement on the uncanny Thin Men. As such, attempts to hide their true nature ceased, and they were allowed to return to their original, snakelike genome. The Viper appears to be a female variant of the original Snake Men from the classic series, which may explain their different behaviour and abilities.&lt;br /&gt;
&lt;br /&gt;
Vipers begin to appear around the second month of the game. They serve a variety of combat roles, making their actions somewhat unpredictable. They are also the first enemy fielded to benefit from Dodge, which combined with their good HP, leaves them somewhat difficult to take down quickly.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Vipers have three noteworthy abilities, as well as their standard plasma weapon attacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Viper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Pull&#039;&#039;&#039; || &#039;&#039;Attempts to pull a single human adjacent to the Viper.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Bind&#039;&#039;&#039; || &#039;&#039;Isolates a single enemy in a grapple, damaging them and disabling them until the Viper is disrupted.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Spit&#039;&#039;&#039; || &#039;&#039;Spits a cloud of acid that damages over time, as well as reducing the victims aim and mobility.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Vipers are a dangerous enemy when first encountered, as a Pull can result in quick death for a soldier before the squad has Predator Armor. Using grenades to destroy a Vipers cover and focusing fire is often effective, but can be difficult if Shock Lancers are also in the pod.&lt;/div&gt;</summary>
		<author><name>Root</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Viper_(XCOM2)&amp;diff=71176</id>
		<title>Viper (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Viper_(XCOM2)&amp;diff=71176"/>
		<updated>2016-02-10T11:46:06Z</updated>

		<summary type="html">&lt;p&gt;Root: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
Since the original invasion, the role of an infiltration unit became less important, and when infiltrators were needed, the shapeshifting Faceless were a great improvement on the uncanny Thin Men. As such, attempts to hide their true nature ceased, and they were allowed to return to their original, snakelike genome. The Viper appears to be a female variant of the original Snake Men from the classic series, which may explain their different behaviour and abilities.&lt;br /&gt;
&lt;br /&gt;
Vipers begin to appear around the second month of the game. They serve a variety of combat roles, making their actions somewhat unpredictable. &lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Vipers have three noteworthy abilities, as well as their standard plasma weapon attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Viper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Pull&#039;&#039;&#039; || &#039;&#039;Attempts to pull a single human adjacent to the Viper.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Bind&#039;&#039;&#039; || &#039;&#039;Isolates a single enemy in a grapple, damaging them and disabling them until the Viper is disrupted.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Spit&#039;&#039;&#039; || &#039;&#039;Spits a cloud of acid that damages over time, as well as reducing the victims aim and mobility.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Root</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_(XCOM2)&amp;diff=71150</id>
		<title>Sectoid (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_(XCOM2)&amp;diff=71150"/>
		<updated>2016-02-10T10:46:05Z</updated>

		<summary type="html">&lt;p&gt;Root: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sectoid(xcom2).jpg|300px|right|Sectoid]]&lt;br /&gt;
Since the original invasion, Sectoids have been hybridized with human DNA, apparently across the entire race. No &#039;original&#039; Sectoids seem to remain. The &#039;new&#039; Sectoid has greater physical stamina and psionic potential, as well as such human features as walking upright and having a visible jaw with teeth.&lt;br /&gt;
&lt;br /&gt;
Sectoids fit a support role for enemy groups, often accompanied by ADVENT troopers who handle the damage dealing. Their two Psionic abilities - Mindspin and Reanimate - are their main function, providing disruption amongst XCOM&#039;s forces and cheap, expendable bullet-sponges from nearby corpses.&lt;br /&gt;
&lt;br /&gt;
Sectoids carry a wrist-mounted plasma pistol, though they rarely make use of them. Despite the genetic modification, they are still averse to close combat, and take double damage from all melee attacks.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Mind Control and Reanimate can, as expected, be countered by killing the controlling Sectoid. Additionally, disorienting the controlling Sectoid will cause them to lose concentration and end the effect - Disorient is available very early through Flashbang grenades. It&#039;s advisable to bring one or possibly two on early missions, specifically to negate Mind Controls.&lt;br /&gt;
&lt;br /&gt;
Sectoids will only use their wrist-mounted weapon as a last resort or in extremely opportune circumstances, generally prioritising psionic abilities far higher than dealing damage. Their Psionic attack, Mindspin, is on a one-turn cooldown, so a Sectoids attack pattern will typically follow the route of Mindspin, Re-Animate, Mindspin, move/attack. Even easy flanks and low-cover targets don&#039;t divert a Sectoids focus from using their Psi powers if they&#039;re available.&lt;br /&gt;
&lt;br /&gt;
A Ranger with Blademaster will, if they land a melee attack, always kill a Sectoid in one hit. However, a mind-controlled Ranger can be a very dangerous thing if left to run rampant.&lt;br /&gt;
&lt;br /&gt;
A Mind Shield will make an operative immune to Mindspin, but will not stop a Sectoid from targeting the shielded creature, potentially wasting their turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|appears=???&lt;br /&gt;
|picture=[[]]&lt;br /&gt;
|hp=3/3/4/4&lt;br /&gt;
|aim=?/?/?/?&lt;br /&gt;
|defense=?&lt;br /&gt;
|will=?&lt;br /&gt;
|move=?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[Sectoid Plasma Pistol]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Reanimate&#039;&#039;&#039; || &#039;&#039;Will reanimate a targeted human or ADVENT corpse to create a Psi-Zombie, which acts on the Sectoids next turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|24px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mindspin&#039;&#039;&#039; || &#039;&#039;An attack that will inflict either Disorient, Panic, or Mind Control effects. Targets with high Will are more likely to receive a lesser effect. 1-turn cooldown.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;br /&gt;
[[Category: Aliens (XCOM2)]]&lt;/div&gt;</summary>
		<author><name>Root</name></author>
	</entry>
</feed>