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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Triggs348</id>
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	<updated>2026-05-01T08:36:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_Labs_(XCOM2)&amp;diff=96382</id>
		<title>Psionic Labs (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_Labs_(XCOM2)&amp;diff=96382"/>
		<updated>2020-08-27T15:16:33Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Psionic Labs are a facility in XCOM 2 dedicated to creating and training rookies into [[Psi Operative (XCOM2)]]. The Psi labs work by having a psi operative or recruit spend time training inside of the labs to gain new psi abilities. The training time can be decreased by staffing an Engineer. The Psionic Labs can be upgraded once to provide a additional slot for psi training.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_Labs_(XCOM2)&amp;diff=96380</id>
		<title>Psionic Labs (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_Labs_(XCOM2)&amp;diff=96380"/>
		<updated>2020-08-27T15:07:31Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Psionic Labs are a facility in XCOM 2 dedicated to creating and training rookies into [[Psi Operative]]s. The Psi labs work by having a psi operative or recruit spend time training inside of the labs to gain new psi abilities. The training time can be decreased by staffing an Engineer. The Psionic Labs can be upgraded once to provide a additional slot for psi training.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_Labs_(XCOM2)&amp;diff=96379</id>
		<title>Psionic Labs (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_Labs_(XCOM2)&amp;diff=96379"/>
		<updated>2020-08-27T15:06:30Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Psionic Labs are a facility in XCOM 2 dedicated to creating and training rookies into [[Psi Operative]]s. The Psi labs work by having a psi operative or recruit spend time training inside of the labs to gain new psi abilities. The training time can be decreased by staffing an [[Engineer]]. The Psionic Labs can be upgraded once to provide a additional slot for psi training.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_Labs_(XCOM2)&amp;diff=96378</id>
		<title>Psionic Labs (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_Labs_(XCOM2)&amp;diff=96378"/>
		<updated>2020-08-27T15:03:30Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: Created page with &amp;quot;The Psionic Labs are a facility in XCOM 2 dedicated to creating and training rookies into Psi Operatives. The Psi labs work by having a psi operative or recruit spend time...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Psionic Labs are a facility in XCOM 2 dedicated to creating and training rookies into [[Psi Operative]]s. The Psi labs work by having a psi operative or recruit spend time training inside of the labs to gain new psi abilities. The training time can be decreased by staffing an [[Engineer]]. The Psionic Labs can be upgraded once to provide a additional slot for psi training.&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SPARK_(XCOM2)&amp;diff=96377</id>
		<title>SPARK (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SPARK_(XCOM2)&amp;diff=96377"/>
		<updated>2020-08-27T14:57:20Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: spelling error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;SPARK&#039;&#039;&#039; is a robotic soldier introduced in the [[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]] DLC, unlocked either after completing the Lost Towers mission or the Mechanized Warfare research project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Heavy Autocannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: SPARK BIT&lt;br /&gt;
&lt;br /&gt;
==Class Role==&lt;br /&gt;
Unlike the MEC Troopers of Enemy Within, SPARKs are entirely robotic. As a result, they are unaffected by fire, poison, or mental conditions (e.g. Disoriented) but cannot be healed with medkits. With War of the Chosen active, they also do not get tired. However, they cannot benefit from a PCS or carry items and cannot use weapon upgrades without War of the Chosen installed. &lt;br /&gt;
&lt;br /&gt;
A damaged SPARK must be staffed in Engineering to restore its health in between deployments, but can be sent on a mission regardless of how badly injured it is. That said, making a new SPARK is expensive and time-consuming so this should only be done as a last resort.&lt;br /&gt;
&lt;br /&gt;
Like the MEC, a SPARK cannot benefit from cover but should still use it when possible to maintain Concealment. &lt;br /&gt;
&lt;br /&gt;
SPARKs can scale vertical distances without needing climbing aids, and their default armor gives them a free point of armor; armor upgrades will grant up to two more armor points. In addition to their large HP pool, the BIT can carry a heavy weapon and allows the SPARK to remotely hack terminals and watchtowers like a Specialist (although with much less effectiveness due to their poor Hack skill). Offensively, their innate access to Shredder makes them valuable against hard targets and with their Overdrive skill they can shoot up to three times in one turn (albeit with an Aim penalty after the first shot if the right skill is not taken). &lt;br /&gt;
&lt;br /&gt;
The SPARK&#039;s FUTURE COMBAT path focuses on improving the SPARK&#039;s ability to take damage and act as a tank for the squad, minimizing the damage it takes and granting it the only method of healing itself in the middle of a mission. The WAR MACHINE tree is more offensively focused with an emphasis on close range combat. In theory, its Nova ability can inflict a staggering 24-30 damage in a single turn, although doing so is likely to badly damage or outright destroy the SPARK itself in the process. &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;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;4&amp;quot; |&#039;&#039;&#039;Squire&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Overdrive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a 15% aim penalty after the first shot. 4 turn cooldown&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Shredder&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Autocannon attacks shred armor.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mechanical Chassis&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;This unit is immune to fire, poison and mental conditions.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Hack&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Attempt to remotely breach security on a network access point with your SPARK BIT.&#039;&#039;&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;| FUTURE COMBAT&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| WAR MACHINE&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Aspirant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; |&#039;&#039;&#039;Bulwark&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Gain a point of armor and always provide high cover to all adjacent squadmates.&#039;&#039;&amp;lt;br/&amp;gt; Cover is provided to all adjacent units, including enemies. Do not attack at point blank with this upgrade. &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; |&#039;&#039;&#039;Adaptive Aim&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The penalty for firing multiple shots during Overdrive is removed.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Rainmaker&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped Heavy Weapons deal +2 damage and have increased area of effect&#039;&#039;. &amp;lt;br/&amp;gt; Rocket Launcher and Blaster Launcher increase blast radius by 2. Flamethrower, Shredder Gun, Hellfire Projector, and Shardstorm cannon have conic AoE length and diameter increased by 2. Plasma Blaster has linear AoE width increased by 2.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; |&#039;&#039;&#039;Strike&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Attack any enemy within movement range with a powerful melee attack. 3 turn cooldown.&#039;&#039;&amp;lt;br/&amp;gt; Subject to Aim penalty if Overdrive is active and standard shots were fired beforehand.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Cavalier&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; |&#039;&#039;&#039;Intimidate&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When targeted by an attack, the enemy has a chance to panic.&#039;&#039;&amp;lt;br/&amp;gt;Panic chances increased with higher-tier armor. Activates with melee and AoE attacks, but not Overwatch.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; |&#039;&#039;&#039;Wrecking Ball&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When Overdrive is active, destroy walls and cover by walking through them.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; |&#039;&#039;&#039;Repair&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the BIT to a damaged robotic ally and repair it. Advanced BITs can repair slightly more.&#039;&#039;&amp;lt;br/&amp;gt;Restores 6 HP by default, with higher tier BITs healing more. Does not end the turn if used as the first action. Can be used on self. 2 charges.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; |&#039;&#039;&#039;Bombard&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.&#039;&#039;&amp;lt;br/&amp;gt; Damage improves with higher tier BITs. Can target any location in squadsight. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Paladin&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Channeling Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Every time you are targeted, part of the energy is channeled into your heavy autocannon. This energy is unleashed with your next Standard Shot.&#039;&#039;&amp;lt;br/&amp;gt;Each point of energy increases the next Standard Shot&#039;s attack power by 1. Energy will be expended even if the powered up shot misses. &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Hunter Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;When an enemy is revealed, there is a 33% chance to take a free Overwatch shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Champion&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Sacrifice&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active.&#039;&#039; &amp;lt;br/&amp;gt; Adds +20 Defense and +2 Armor when active. 3 turn cooldown.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Nova&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Release a blast of energy, damaging all nearby enemies. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK.&#039;&#039;&amp;lt;br/&amp;gt; Free action. Circular area of effect centered on the SPARK, with a radius of 3. The first use of Nova in a turn is safe, but repeated uses during that turn deal a stacking 2 damage to the SPARK (e.g. 2 HP for the second use, 4 HP for the third use, etc.).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96376</id>
		<title>Covert Actions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96376"/>
		<updated>2020-08-27T14:53:17Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Covert actions are side operations offered by the various factions that the commander can send soldiers to complete to earn valuable rewards. These actions do not require an actual combat scenario, with exception to ambushes.&lt;br /&gt;
Covert actions are the only way to unlock the chosen stronghold and unlock the mission to permanently kill a chosen.&lt;br /&gt;
&lt;br /&gt;
There are various hazards of covert operations, with the 3 dangers being soldiers being wounded, soldiers being captured, or being ambushed by enemies or a chosen. These dangers can usually be eliminated but with a cost of various resources or an extra soldier.&lt;br /&gt;
&lt;br /&gt;
To unlock more covert actions, one needs to increase their reputation with the various factions, which is done by completing the &amp;quot;hunting the chosen&amp;quot; covert action. This unlocks more covert actions while also increasing the amount of resistance orders XCOM can use.&lt;br /&gt;
&lt;br /&gt;
Rewards from covert actions may include:&lt;br /&gt;
*Alien loot&lt;br /&gt;
*A Superior PCS&lt;br /&gt;
*Supplies&lt;br /&gt;
*Intel&lt;br /&gt;
*Ability Points&lt;br /&gt;
*A Soldier bond&lt;br /&gt;
*Promotions&lt;br /&gt;
*Faction exclusive soldiers&lt;br /&gt;
*New Resistance Orders&lt;br /&gt;
*Chosen Stronghold Location&lt;br /&gt;
*Reduced Avatar Project Progress&lt;br /&gt;
*Increased Combat Intelligence&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Resistance_Ring&amp;diff=96375</id>
		<title>Resistance Ring</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Resistance_Ring&amp;diff=96375"/>
		<updated>2020-08-27T14:52:56Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: improvements to wording and detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px; margin-right: 0px;float:right;&amp;quot;&lt;br /&gt;
|+Resistance ring&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:resistance_ring.png|320x240px|right]]&lt;br /&gt;
|-&lt;br /&gt;
|Cost&lt;br /&gt;
|80 supply, 3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Monthly upkeep&lt;br /&gt;
|10 supply&lt;br /&gt;
|-&lt;br /&gt;
|Upgrade Cost&lt;br /&gt;
|50 supply, 2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Upgraded monthly upkeep&lt;br /&gt;
|30 supply &lt;br /&gt;
|-&lt;br /&gt;
|Build Time&lt;br /&gt;
|11 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Resistance Ring is a facility introduced in War of the Chosen that is used to communicate with the resistance factions to initiate [[Covert Actions]] and use [[Resistance Orders]]. An engineer can be staffed in the resistance ring to decrease covert operation time by 33%. The Facility can be upgraded twice to increase the wildcard resistance order capacity for XCOM.  The resistance ring must be built to progress the story line.,&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96374</id>
		<title>Covert Actions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96374"/>
		<updated>2020-08-27T14:29:21Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Covert actions are side operations offered by the various factions that the commander can send soldiers to complete to earn valuable rewards. These actions do not require an actual combat scenario, with exception to ambushes.&lt;br /&gt;
Covert actions are the only way to unlock the chosen stronghold and unlock the mission to permanently kill a chosen.&lt;br /&gt;
&lt;br /&gt;
There are various hazards of covert operations, with the 3 dangers being soldiers being wounded, soldiers being captured, or being ambushed by enemies or a chosen. These dangers can usually be eliminated but with a cost of various resources or an extra soldier.&lt;br /&gt;
&lt;br /&gt;
To unlock more covert actions, one needs to increase their reputation with the various factions, which is done by completing the &amp;quot;hunting the chosen&amp;quot; covert action. This unlocks more covert actions while also increasing the amount of resistance orders XCOM can use.&lt;br /&gt;
&lt;br /&gt;
Rewards from covert actions may include:&lt;br /&gt;
*Alien loot&lt;br /&gt;
*A Superior PCS&lt;br /&gt;
*Supplies&lt;br /&gt;
*Intel&lt;br /&gt;
*Ability Points&lt;br /&gt;
*A Soldier bond&lt;br /&gt;
*Promotions&lt;br /&gt;
*Faction exclusive soldiers&lt;br /&gt;
*New Resistance Orders&lt;br /&gt;
*Chosen Stronghold Location&lt;br /&gt;
*Reduced Avatar Project Progress&lt;br /&gt;
*Increased Combat Intelligence&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Resistance_Factions&amp;diff=96373</id>
		<title>Resistance Factions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Resistance_Factions&amp;diff=96373"/>
		<updated>2020-08-27T14:28:01Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WOTC-ResistanceFactionsLoadingScreen.jpg|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;There were three resistance groups that we considered a legitimate threat to ADVENT. Each has proven resilient without XCOM intervention. Together, they&#039;d make one hell of a fighting force. Too bad they hate each other more.&amp;quot;&#039;&#039; - Bradford [https://www.youtube.com/watch?v=n3bENBYSucQ]&lt;br /&gt;
&#039;&#039;&#039;Resistance Factions&#039;&#039;&#039; are a mechanic added in [[XCOM 2: War of the Chosen]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Resistance Factions are the three largest resistance organizations other than XCOM itself, and have allied with it against their common enemy in ADVENT. After the [[Resistance Ring]] is built, they will assist XCOM by working with soldiers on [[Covert Actions]] and setting up [[Resistance Orders]] that grant passive bonuses on both the strategic and tactical layers of the game. &lt;br /&gt;
&lt;br /&gt;
Members of the Resistance Factions can also be recruited as soldiers, allowing the use of their special skills in battle. &lt;br /&gt;
&lt;br /&gt;
==List of Factions==&lt;br /&gt;
* [[Reapers (XCOM2)|Reapers]]: Reclusive survivalists that shun the use of alien technology. They excel in stealth operations and work out of the wilderness and the abandoned cities. &lt;br /&gt;
* [[Skirmishers (XCOM2)|Skirmishers]]: ADVENT hybrids that have broken free of the psionic network. Declared traitors by the Elders, they now seek to overthrow their masters and prevent anyone else from being enslaved as they were. &lt;br /&gt;
* [[Templars (XCOM2)|Templars]]: A cult of psionic warrior-mystics descended from Psi Operatives that escaped the fall of the X-COM base in the first invasion. They claim to harness the psionic energy flowing through the Earth itself, and believe that the Elders seek to steal that power for themselves. &lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2: War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Actions_(XCOM2)&amp;diff=96372</id>
		<title>Covert Actions (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Actions_(XCOM2)&amp;diff=96372"/>
		<updated>2020-08-27T14:26:52Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: Triggs348 moved page Covert Actions (XCOM2) to Covert Actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Covert Actions]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96371</id>
		<title>Covert Actions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96371"/>
		<updated>2020-08-27T14:26:52Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: Triggs348 moved page Covert Actions (XCOM2) to Covert Actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Covert actions are side operations offered by the various factions that the commander can send soldiers to complete to earn valuable rewards. These actions do not require an actual combat scenario, with exception to ambushes.&lt;br /&gt;
Covert actions are the only way to unlock the chosen stronghold and unlock the mission to permanently kill a chosen.&lt;br /&gt;
&lt;br /&gt;
There are various hazards of covert operations, with the 3 dangers being soldiers being wounded, soldiers being captured, or being ambushed by enemies or a chosen. These dangers can usually be eliminated but with a cost of various resources or an extra soldier.&lt;br /&gt;
&lt;br /&gt;
To unlock more covert actions, one needs to increase their reputation with the various factions, which is done by completing the &amp;quot;hunting the chosen&amp;quot; covert action. This unlocks more covert actions while also increasing the amount of resistance orders XCOM can use.&lt;br /&gt;
&lt;br /&gt;
Rewards from covert actions may include:&lt;br /&gt;
Alien loot,&lt;br /&gt;
A Superior PCS, &lt;br /&gt;
Supplies, &lt;br /&gt;
Intel, &lt;br /&gt;
Ability Points, &lt;br /&gt;
A Soldier bond, &lt;br /&gt;
Promotions, &lt;br /&gt;
Faction exclusive soldiers, &lt;br /&gt;
New Resistance Orders, &lt;br /&gt;
Chosen Stronghold Location, &lt;br /&gt;
Reduced Avatar Project Progress, &lt;br /&gt;
Increased Combat Intelligence,&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Action_(XCOM2)&amp;diff=96368</id>
		<title>Covert Action (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Action_(XCOM2)&amp;diff=96368"/>
		<updated>2020-08-27T14:04:43Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: Triggs348 moved page Covert Action (XCOM2) to Covert Actions (XCOM2): Fixed title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Covert Actions (XCOM2)]]&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96367</id>
		<title>Covert Actions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96367"/>
		<updated>2020-08-27T14:04:43Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: Triggs348 moved page Covert Action (XCOM2) to Covert Actions (XCOM2): Fixed title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Covert actions are side operations offered by the various factions that the commander can send soldiers to complete to earn valuable rewards. These actions do not require an actual combat scenario, with exception to ambushes.&lt;br /&gt;
Covert actions are the only way to unlock the chosen stronghold and unlock the mission to permanently kill a chosen.&lt;br /&gt;
&lt;br /&gt;
There are various hazards of covert operations, with the 3 dangers being soldiers being wounded, soldiers being captured, or being ambushed by enemies or a chosen. These dangers can usually be eliminated but with a cost of various resources or an extra soldier.&lt;br /&gt;
&lt;br /&gt;
To unlock more covert actions, one needs to increase their reputation with the various factions, which is done by completing the &amp;quot;hunting the chosen&amp;quot; covert action. This unlocks more covert actions while also increasing the amount of resistance orders XCOM can use.&lt;br /&gt;
&lt;br /&gt;
Rewards from covert actions may include:&lt;br /&gt;
Alien loot,&lt;br /&gt;
A Superior PCS, &lt;br /&gt;
Supplies, &lt;br /&gt;
Intel, &lt;br /&gt;
Ability Points, &lt;br /&gt;
A Soldier bond, &lt;br /&gt;
Promotions, &lt;br /&gt;
Faction exclusive soldiers, &lt;br /&gt;
New Resistance Orders, &lt;br /&gt;
Chosen Stronghold Location, &lt;br /&gt;
Reduced Avatar Project Progress, &lt;br /&gt;
Increased Combat Intelligence,&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96366</id>
		<title>Covert Actions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96366"/>
		<updated>2020-08-27T13:55:03Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Covert actions are side operations offered by the various factions that the commander can send soldiers to complete to earn valuable rewards. These actions do not require an actual combat scenario, with exception to ambushes.&lt;br /&gt;
Covert actions are the only way to unlock the chosen stronghold and unlock the mission to permanently kill a chosen.&lt;br /&gt;
&lt;br /&gt;
There are various hazards of covert operations, with the 3 dangers being soldiers being wounded, soldiers being captured, or being ambushed by enemies or a chosen. These dangers can usually be eliminated but with a cost of various resources or an extra soldier.&lt;br /&gt;
&lt;br /&gt;
To unlock more covert actions, one needs to increase their reputation with the various factions, which is done by completing the &amp;quot;hunting the chosen&amp;quot; covert action. This unlocks more covert actions while also increasing the amount of resistance orders XCOM can use.&lt;br /&gt;
&lt;br /&gt;
Rewards from covert actions may include:&lt;br /&gt;
Alien loot,&lt;br /&gt;
A Superior PCS, &lt;br /&gt;
Supplies, &lt;br /&gt;
Intel, &lt;br /&gt;
Ability Points, &lt;br /&gt;
A Soldier bond, &lt;br /&gt;
Promotions, &lt;br /&gt;
Faction exclusive soldiers, &lt;br /&gt;
New Resistance Orders, &lt;br /&gt;
Chosen Stronghold Location, &lt;br /&gt;
Reduced Avatar Project Progress, &lt;br /&gt;
Increased Combat Intelligence,&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96337</id>
		<title>Covert Actions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Covert_Actions&amp;diff=96337"/>
		<updated>2020-08-26T17:57:11Z</updated>

		<summary type="html">&lt;p&gt;Triggs348: Created page with &amp;quot;Covert actions are side operations offered by the various factions that the commander can send soldiers to complete to earn valuable rewards. These actions do not require an a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Covert actions are side operations offered by the various factions that the commander can send soldiers to complete to earn valuable rewards. These actions do not require an actual combat scenario, with exception to ambushes.&lt;br /&gt;
Covert actions are the only way to be able to permanently kill a chosen.&lt;br /&gt;
&lt;br /&gt;
There are various hazards of covert operations, with the 3 dangers being soldiers being wounded, soldiers being captured, or being ambushed by enemies or a chosen. These dangers can usually be eliminated but with a cost of various resources or an extra soldier.&lt;br /&gt;
&lt;br /&gt;
To unlock more covert actions, one needs to increase their reputation with the various factions, which is done by completing the &amp;quot;hunting the chosen&amp;quot; covert action. This unlocks more covert actions while also increasing the amount of resistance orders XCOM can use.&lt;br /&gt;
&lt;br /&gt;
Rewards from covert actions may include:&lt;br /&gt;
Alien loot,&lt;br /&gt;
A Superior PCS, &lt;br /&gt;
Supplies, &lt;br /&gt;
Intel, &lt;br /&gt;
Ability Points, &lt;br /&gt;
A Soldier bond, &lt;br /&gt;
Promotions, &lt;br /&gt;
Faction exclusive soldiers, &lt;br /&gt;
New Resistance Orders, &lt;br /&gt;
Chosen Stronghold Location, &lt;br /&gt;
Reduced Avatar Project Progress, &lt;br /&gt;
Increased Combat Intelligence,&lt;/div&gt;</summary>
		<author><name>Triggs348</name></author>
	</entry>
</feed>