https://www.ufopaedia.org/api.php?action=feedcontributions&user=Locoman&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T06:34:42ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Resistance_Factions&diff=87556Resistance Factions2018-08-18T04:49:37Z<p>Locoman: </p>
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<div>[[File:WOTC-ResistanceFactionsLoadingScreen.jpg|thumb|right|300px]]<br />
<br />
"There were three resistance groups that we considered a legitimate threat to ADVENT. Each has proven resilient without XCOM intervention. Together, they'd make one hell of a fighting force. Too bad they hate each other more." - Bradford [https://www.youtube.com/watch?v=n3bENBYSucQ]<br />
[[Category:XCOM 2: War of the Chosen]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=File:WOTC-ResistanceFactionsLoadingScreen.jpg&diff=87555File:WOTC-ResistanceFactionsLoadingScreen.jpg2018-08-18T04:49:14Z<p>Locoman: The three Resistance Factions, from the ''War of the Chosen'' loading screens.</p>
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<div>The three [[Resistance Factions]], from the ''War of the Chosen'' loading screens.</div>Locomanhttps://www.ufopaedia.org/index.php?title=Skirmishers_(XCOM2)&diff=87552Skirmishers (XCOM2)2018-08-18T02:39:00Z<p>Locoman: /* Resistance Orders */</p>
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<div>The '''Skirmishers''' are one of the three new [[Resistance Faction]]s from [[XCOM 2]]'s expansion, ''[[XCOM 2: War of the Chosen|War of the Chosen]]''. Led by [[Betos]], the first of their number to be freed, the Skirmishers are a faction of rogue [[ADVENT]] soldiers who have removed the chip connecting them to ADVENT's Psionic network, and now seek to similarly liberate their brothers and sisters from the "false gods." Wielding a variety of close-range weapons, such as a unique grapple gauntlet and the [[Kal-7 Bullpup|Bullpup]] rifle, they excel at devastating hit-and-run attacks on the battlefield, and can use their knowledge of ADVENT's inner workings to support XCOM's covert operations.<br />
<br />
==History==<br />
The history of the Skirmishers began in 2020, following the creation and activation of the ADVENT soldier [[Betos]]. Though superficially no different from any of the other mass-produced hybrids ADVENT designed to keep the peace on post-invasion [[Earth]], an abnormality in her control chip caused the degradation of the control signal designed to keep the ADVENT soldiers obedient and loyal to their creators, and eventually left her completely isolated from the alien Psionic network.<br />
<br />
As with many other "defective" soldiers, Betos was targeted by the [[Chosen]] known as the [[Assassin]], who had been bred specifically for this purpose; Betos managed to escape, however, and eventually came to inhabit the wildernesses beyond the reach of ADVENT. Betos soon built up a network of other ADVENT escapees, and turned their attention towards freeing more of their kind from ADVENT's control; <ref>''XCOM 2'' Avenger archives </ref> over the next fifteen years, the Skirmishers evolved into a full-fledged military insurgency, and one of three groups that XCOM considered to be a major threat to the ADVENT administration. Despite this, the Skirmishers were treated with suspicion by other resistance groups - particularly [[Volk]]'s [[Reaper (XCOM 2|Reaper]]s - due to their origins as ADVENT soldiers. One recent Skirmisher recruit was [[Pratal Mox]], who struggled to overcome his reputation as a brutal [[ADVENT Officer (XCOM 2)|Advent Officer]]. <br />
<br />
In 2035, despite the bad blood between these two factions, the Skirmishers alerted the Reapers to the fact that the [[Commander (XCOM 2)|Commander]] was still alive and in ADVENT custody, which would ultimately lead in the XCOM [[Operation Gatecrasher|mission]] that would see the Commander liberated, and a crippling blow dealt to the ADVENT network.<br />
<br />
Following the defeat of ADVENT and the destruction of the psionic network responsible for keeping her people enslaved, Betos and her Skirmishers joined forces with the now-freed ADVENT troopers.<br />
<br />
==Weapons==<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" |Primary Weapon<br />
! width="20%" align="center" colspan="2"| Damage<br />
! width="20%" align="center" colspan="3"| Critical Chance<br />
! width="20%" align="center" colspan="4"| Range<br />
! width="20%" align="center" colspan="5"| Mod Slots<br />
|- align="center"<br />
! rowspan="1" |[[Kal-7 Bullpup]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |1<br />
|- align="center"<br />
! rowspan="1" |[[Kal-15 Bullpup]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|- align="center"<br />
! rowspan="1" |[[Kal-48 Bullpup]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|}<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="10%" align="center" |Secondary Weapon<br />
! width="10%" align="center" colspan="2"| Damage<br />
! width="10%" align="center" colspan="3"| Critical Chance<br />
! width="10%" align="center" colspan="4"| Range<br />
|- align="center"<br />
! rowspan="1" |[[Ripjack]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Ionic Ripjack]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Fusion Ripjack]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
|}<br />
<br />
==Abilities==<br />
{| class="wikitable" width="100%" align="center"<br />
|- align="center"<br />
! width="10%" align="center" colspan="0"| Specialization<br />
! width="10%" align="center" colspan="1"| Hussar<br />
! width="10%" align="center" colspan="1"| Judge<br />
! width="10%" align="center" colspan="1"| Tactician<br />
! width="10%" align="center" colspan="1"| XCOM<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Squaddie'''<br />
| width="10%" | '''Marauder''' <br/> ''Shots are not turn ending, allowing for shooting and moving or shooting twice in a turn.''<br />
| width="10%" |'''Justice''' <br/> ''Use the Grapple to pull a humanoid unit to you and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Grapple''' <br/> ''Deploy a grappling hook to move quickly to an elevated position. .''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Corporal'''<br />
| width="10%" |'''Reflex''' <br/> ''When fired upon, gain one extra action on the next turn. Triggers once per mission.''<br />
| width="10%" |<br />
| width="10%" |'''Total Combat''' <br/> ''Throwing a grenade or using an item no longer ends the turn.''<br />
| width="10%" |'''Saturation Fire''' <br/> ''Fire a cone shaped barrage of bullets at every enemy in an area.''<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Sergeant'''<br />
| width="10%" |<br />
| width="10%" |'''Wrath''' <br/> ''Use the Grapple to pull yourself to an enemy and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Zero In''' <br/> ''Subsequent shots on the same turn provide +10 critical chance. If against the same target, they also grant +10 hit chance.''<br />
| width="10%" |'''Volatile Mix''' <br/> ''Your grenades deal +2 damage.''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Lieutenant'''<br />
| width="10%" |<br />
| width="10%" |'''Whiplash''' <br/> ''Attack an enemy with an electrical lash. This attack does not cost an action. 1 charge per mission.'' <br/> (Deals additional damage against robotic enemies.)<br />
| width="10%" |'''Full Throttle''' <br> ''Gain +2 mobility for every kill this turn.''<br />
| width="10% |'''Return Fire''' <br/> ''When targeted by enemy fire, automatically fire back with your bullpup once per turn.''<br />
|- align="center"<br />
! [[File:Lieutenant (XCOM 2).png|32px]]<br/>'''Captain'''<br />
| width="10%" |'''Combat Presence''' <br/> ''Grant an additional action to a squadmate.''<br />
| width="10%" |'''Retribution''' <br/> ''Free ripjack strikes on any enemies that enter or attack from melee range.''<br />
| width="10% |'''Interrupt''' <br/> ''A powerful form of [[Overwatch]]. Instead of firing automatically, perform any single action. 1 charge per mission. ''<br />
| width="10% |'''Lightning Reflexes''' <br/> ''The first reaction shot against you misses.''<br />
|- align="center"<br />
! [[File:Captain (XCOM 2).png|32px]]<br/>'''Major'''<br />
| width="10%" |'''Waylay'''<br/> ''When entering [[Overwatch (XCOM2)|Overwatch]], you can take as many shots as you have remaining actions.''<br />
| width="10%" |'''Reckoning''' <br/> ''Unlocks the Ripjack Slash attack. 5 turn cooldown.''<br />
|- align="center"<br />
! [[File:Major (XCOM 2).png|32px]]<br/>'''Colonel'''<br />
| width="10%" |'''Manual Override'''<br/> ''Lower all ability cooldowns by 1. Does not end the turn.''<br/><br />
| width="10%" |'''Battlelord''' <br/> ''Battlelord - After each enemy in line of sight takes an action, take an immediate action. 1 charge per mission. Lasts 1 turn.''<br />
| width="10% |'''Judgement''' <br/> ''When targeted by an attack, the enemy has a chance to [[panic]].''<br />
|}<br />
<br />
==Resistance Orders==<br />
Skirmisher [[Resistance Orders]] offer a variety of bonuses designed to aid XCOM's infrastructure and hinder ADVENT forces, both on and off the battlefield.<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" | Resistance Order<br />
! width="60%" align="center" colspan="4"| Effect<br />
|- align="center"<br />
! rowspan="1" |Bomb Squad<br />
| colspan="2" |''[[Experimental Grenade]] and [[Heavy Weapon]] projects are completed instantly in the [[Proving Ground]].''<br />
|- align="center"<br />
! rowspan="1" |Decoys and Deceptions <br />
| colspan="2" |''All knowledge gained by the [[Chosen]] is reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Double Agent<br />
| colspan="2" |''On every mission, there is a chance an ADVENT unit will join the XCOM squad.'' <br> (Randomly chosen from any of the following: [[ADVENT Trooper (XCOM2)|Trooper]], [[ADVENT Officer (XCOM2)|Officer]], [[ADVENT Stun Lancer (XCOM2)|Stun Lancer]], [[ADVENT Shieldbearer (XCOM2)|Shieldbearer]], [[ADVENT Purifier (XCOM2)|Purifier]], or [[Priest (XCOM2)|Priest]].)<br />
|- align="center"<br />
! rowspan="1" |Impact Modelling<br />
| colspan="2" |''The speed of all armor research is increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Information War<br />
| colspan="2" |''The Tech defense of all enemies and [[Hack (XCOM2)|hack]] targets is reduced by 20.'' <br />
|- align="center"<br />
! rowspan="1" |Inside Job I<br />
| colspan="2" |''All Intel rewards increased by 10%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Job II<br />
| colspan="2" |''All Intel rewards increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Knowledge<br />
| colspan="2" |''The effect of all weapon modifications is increased.'' <br />
|- align="center"<br />
! rowspan="1" |Integrated Warfare<br />
| colspan="2" |''All [[PCS]] effects are increased.''<br />
|- align="center"<br />
! rowspan="1" |Modular Construction <br />
| colspan="2" |''Facility construction speed is increased by 25%.''<br />
|- align="center"<br />
! rowspan="1" |Private Channel<br />
| colspan="2" |''All mission timers are increased by 2 turns.''<br />
|- align="center"<br />
! rowspan="1" |Quid Pro Quo <br />
| colspan="2" |''Black Market Intel costs are reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Sabotage<br />
| colspan="2" |''Remove one block of [[Avatar Project]] progress at the end of each month.''<br />
|- align="center"<br />
! rowspan="1" |Tactical Analysis<br />
| colspan="2" |''Enemy units lose 1 action on their next turn if discovered on the XCOM turn.'' <br />
|- align="center"<br />
! rowspan="1" |Under the Table I<br />
| colspan="2" |''The Black Market pays an additional 20% for sold items.'' <br />
|- align="center"<br />
! rowspan="1" |Under the Table II<br />
| colspan="2" |''The Black Market pays an additional 30% for sold items.'' <br />
|- align="center"<br />
! rowspan="1" |Vulture<br />
| colspan="2" |''Enemies drop additional loot items.''<br />
|- align="center"<br />
! rowspan="1" |Weak Points<br />
| colspan="2" |''Any shredding attack from XCOM does an additional +1 shred to the target.''<br />
<br />
[[Category:Skirmishers| ]]<br />
[[Category:Resistance Factions]]<br />
[[Category:War of the Chosen]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=Weapons_(XCOM2)&diff=87551Weapons (XCOM2)2018-08-17T23:22:45Z<p>Locoman: </p>
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<div>==Weapon Stats==<br />
===Main Weapons===<br />
====Rifles====<br />
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Assault Rifle (XCOM 2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1<br />
|-<br />
|[[Mag Rifle (XCOM 2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2<br />
|-<br />
|[[Plasma Rifle (XCOM 2)|Plasma Rifle]]|| 7-9 || ? || 11-13 || 0% || Medium++ || 2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Notes.<br />
|}<br />
<br />
====Shotguns====<br />
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Shotgun (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% || Short || 1<br />
|-<br />
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2<br />
|-<br />
|[[Storm Gun (XCOM 2)|Storm Gun]] || 8-10 || ? || 13-15 || 20% || Short++ || 2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Notes.<br />
|}<br />
<br />
====Cannons====<br />
Cannons are the heavy weapons carried by Grenadiers. They do high damage but have smaller clips than assault rifles. Clip size 3.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Shreds<sup>3</sup> !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Cannon (XCOM 2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1<br />
|-<br />
|[[Mag Cannon (XCOM 2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2<br />
|-<br />
|[[Beam Cannon (XCOM 2)|Beam Cannon]]|| 8-10 || ? || 12-14 || 0% || Medium++ || 3 || 2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>3</sup> Needs "Shredder" Ability<br />
|}<br />
<br />
====Sniper Rifles====<br />
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|Sniper Rifle || 4-6 || ? || 6-8 || 10% || unlimited || 1<br />
|-<br />
|Gauss Rifle || 6-8 || ? || 9-11 || 10% || unlimited || 2<br />
|-<br />
|Plasma Lance || 8-10 || ? || 12-14 || 10% || unlimited || 2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty<br />
|}<br />
<br />
====SPARK Weapons====<br />
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the ''[[Shen's Last Gift]]'' DLC. Similar to the Grenadier's Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK's poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.<br />
<br />
The ''[[XCOM 2: War of the Chosen|War of the Chosen]]'' DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Shreds<sup>3</sup> !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1<br />
|-<br />
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2<br />
|-<br />
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>3</sup> Needs "Shredder" Ability<br />
|}<br />
<br />
===Secondary Weapons===<br />
====Pistols====<br />
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range<br />
|- style="vertical-align:top;"<br />
|-<br />
|Pistol || 2-3 || ? ||?|| 0% || Short<br />
|-<br />
|Mag Pistol || 3-4 || ? || ? || ? || Short+<br />
|-<br />
|Beam Pistol || 3-6 || ? || ? || 0% || Short++<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Notes.<br />
|}<br />
<br />
====Gremlin====<br />
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, these little robots can perform remote hacking and healing and can deal damage with the right perks, especially against mechanical enemies.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Gremlin (XCOM2)|Gremlin]] || - || 2 || 3-4 || 0 || +20 defense || -<br />
|-<br />
|[[Gremlin Mk II(XCOM2)|Gremlin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense || ADVENT Mech Autopsy<br />
|-<br />
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Autopsy<br />
|}<br />
<br />
====Swords====<br />
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Effect !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Machete (XCOM2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none || -<br />
|-<br />
|[[Arc Blade (XCOM2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun || ADVENT Stun Lancer Autopsy<br />
|-<br />
|[[Fusion Blade (XCOM2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to burn || Archon Autopsy<br />
|-<br />
|[[Hunter's Axe (XCOM2)|Hunter's Axe]] || 4-6 || ? || ? || 10% || Melee || chance to burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]<br />
|-<br />
|[[Hunter's Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter's Axe<br />
|-<br />
|[[Hunter's Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter's Axe<br />
|-<br />
<br />
| colspan="9" align="left" style="font-size: smaller"|Blademaster adds +2 damage and +10 melee aim<br />
|}<br />
<br />
====Psi Amp====<br />
Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -<br />
|-<br />
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy<br />
|-<br />
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy<br />
|}<br />
<br />
====Grenade Launchers====<br />
These can only be equipped by [[Grenadier (XCOM2)|Grenadiers]]. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || 0 || +4 || +1<br />
|-<br />
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher<br />
|}<br />
<br />
====Grenades====<br />
{{Grenades (XCOM2)}}<br />
<br />
===Heavy Weapons===<br />
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Range !! Shreds !! Radius !! Area type <br />
|- style="vertical-align:top;"<br />
|-<br />
| Rocket Launcher || 4-7 || 27 || 2 || 4 || circle <br />
|-<br />
| Flamethrower || 4-7 || 25 || 0 || 7 || 60 degree cone <br />
|-<br />
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone <br />
|-<br />
| Blaster Launcher<sup>1</sup> || 7-10 || 45 || 3 || 6 ||circle <br />
|-<br />
| Hellfire Projector<sup>1</sup> || 6-9 || 25 || 0 || 7 || 60 degree cone <br />
|-<br />
| Shredstorm Cannon<sup>1</sup> || 8-11 || 25 || 4 || 12 ||cone <br />
|-<br />
| Plasma Blaster<sup>1</sup><sup>2</sup> || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) <br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup>Requires Experimental Powered Weapon and WAR Suit.<br />
<sup>2</sup>Plasma blaster ignores armor<br />
|}<br />
<br />
==Weapon Parts==<br />
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. <br />
<br />
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus "Lock and Load" allows you to reuse mods.<br />
<br />
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not "wasted" as you progress in the game.<br />
<br />
Each weapon can field only a limited number of mods; the continent bonus "Armed to the Teeth" gives you one extra mod slot on all weapons.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Mod !! Effect !! Basic !! Advanced !! Superior<br />
|- style="vertical-align:top;"<br />
|-<br />
|Scope || Adds aim bonus || +5% || +10% || +15% <br />
|-<br />
|Laser Sight || Adds critical chance bonus || +5% || +10% || +15% <br />
|-<br />
|Repeater || Adds a small chance to instakill || +5% || +10% || +15% <br />
|-<br />
|Hair Trigger || Adds a chance of free shot || +5% || +10% || +15% <br />
|-<br />
|Auto-Loader || Free reload || +1 || +2 || +3 <br />
|-<br />
|Expanded Magazine || Adds ammo capacity || +1 || +2 || +3 <br />
|-<br />
|Stock || Guaranteed damage on missed shots || +1 || +2 || +3 <br />
|}<br />
<br />
===Weapon part use===<br />
<br />
Autoloaders are probably best equipped on Sharpshooters. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone Sharpshooter, use an Expanded Magazine combined with a Repeater.<br />
<br />
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use 3 ammo at a time. Larger magazines make it more likely you'll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run & Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.<br />
<br />
As a rule of thumb, Auto-Loaders are superior to Expanded Magazines in regular missions as you will probably run out of aliens to kill before running out of free reloads. However, for the last mission, featuring well over 30 enemies, Expanded Magazines are a more effective choice.<br />
<br />
[[Category:Weapons (XCOM2)| ]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=Skirmishers_(XCOM2)&diff=87550Skirmishers (XCOM2)2018-08-17T22:48:52Z<p>Locoman: </p>
<hr />
<div>The '''Skirmishers''' are one of the three new [[Resistance Faction]]s from [[XCOM 2]]'s expansion, ''[[XCOM 2: War of the Chosen|War of the Chosen]]''. Led by [[Betos]], the first of their number to be freed, the Skirmishers are a faction of rogue [[ADVENT]] soldiers who have removed the chip connecting them to ADVENT's Psionic network, and now seek to similarly liberate their brothers and sisters from the "false gods." Wielding a variety of close-range weapons, such as a unique grapple gauntlet and the [[Kal-7 Bullpup|Bullpup]] rifle, they excel at devastating hit-and-run attacks on the battlefield, and can use their knowledge of ADVENT's inner workings to support XCOM's covert operations.<br />
<br />
==History==<br />
The history of the Skirmishers began in 2020, following the creation and activation of the ADVENT soldier [[Betos]]. Though superficially no different from any of the other mass-produced hybrids ADVENT designed to keep the peace on post-invasion [[Earth]], an abnormality in her control chip caused the degradation of the control signal designed to keep the ADVENT soldiers obedient and loyal to their creators, and eventually left her completely isolated from the alien Psionic network.<br />
<br />
As with many other "defective" soldiers, Betos was targeted by the [[Chosen]] known as the [[Assassin]], who had been bred specifically for this purpose; Betos managed to escape, however, and eventually came to inhabit the wildernesses beyond the reach of ADVENT. Betos soon built up a network of other ADVENT escapees, and turned their attention towards freeing more of their kind from ADVENT's control; <ref>''XCOM 2'' Avenger archives </ref> over the next fifteen years, the Skirmishers evolved into a full-fledged military insurgency, and one of three groups that XCOM considered to be a major threat to the ADVENT administration. Despite this, the Skirmishers were treated with suspicion by other resistance groups - particularly [[Volk]]'s [[Reaper (XCOM 2|Reaper]]s - due to their origins as ADVENT soldiers. One recent Skirmisher recruit was [[Pratal Mox]], who struggled to overcome his reputation as a brutal [[ADVENT Officer (XCOM 2)|Advent Officer]]. <br />
<br />
In 2035, despite the bad blood between these two factions, the Skirmishers alerted the Reapers to the fact that the [[Commander (XCOM 2)|Commander]] was still alive and in ADVENT custody, which would ultimately lead in the XCOM [[Operation Gatecrasher|mission]] that would see the Commander liberated, and a crippling blow dealt to the ADVENT network.<br />
<br />
Following the defeat of ADVENT and the destruction of the psionic network responsible for keeping her people enslaved, Betos and her Skirmishers joined forces with the now-freed ADVENT troopers.<br />
<br />
==Weapons==<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" |Primary Weapon<br />
! width="20%" align="center" colspan="2"| Damage<br />
! width="20%" align="center" colspan="3"| Critical Chance<br />
! width="20%" align="center" colspan="4"| Range<br />
! width="20%" align="center" colspan="5"| Mod Slots<br />
|- align="center"<br />
! rowspan="1" |[[Kal-7 Bullpup]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |1<br />
|- align="center"<br />
! rowspan="1" |[[Kal-15 Bullpup]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|- align="center"<br />
! rowspan="1" |[[Kal-48 Bullpup]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|}<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="10%" align="center" |Secondary Weapon<br />
! width="10%" align="center" colspan="2"| Damage<br />
! width="10%" align="center" colspan="3"| Critical Chance<br />
! width="10%" align="center" colspan="4"| Range<br />
|- align="center"<br />
! rowspan="1" |[[Ripjack]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Ionic Ripjack]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Fusion Ripjack]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
|}<br />
<br />
==Abilities==<br />
{| class="wikitable" width="100%" align="center"<br />
|- align="center"<br />
! width="10%" align="center" colspan="0"| Specialization<br />
! width="10%" align="center" colspan="1"| Hussar<br />
! width="10%" align="center" colspan="1"| Judge<br />
! width="10%" align="center" colspan="1"| Tactician<br />
! width="10%" align="center" colspan="1"| XCOM<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Squaddie'''<br />
| width="10%" | '''Marauder''' <br/> ''Shots are not turn ending, allowing for shooting and moving or shooting twice in a turn.''<br />
| width="10%" |'''Justice''' <br/> ''Use the Grapple to pull a humanoid unit to you and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Grapple''' <br/> ''Deploy a grappling hook to move quickly to an elevated position. .''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Corporal'''<br />
| width="10%" |'''Reflex''' <br/> ''When fired upon, gain one extra action on the next turn. Triggers once per mission.''<br />
| width="10%" |<br />
| width="10%" |'''Total Combat''' <br/> ''Throwing a grenade or using an item no longer ends the turn.''<br />
| width="10%" |'''Saturation Fire''' <br/> ''Fire a cone shaped barrage of bullets at every enemy in an area.''<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Sergeant'''<br />
| width="10%" |<br />
| width="10%" |'''Wrath''' <br/> ''Use the Grapple to pull yourself to an enemy and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Zero In''' <br/> ''Subsequent shots on the same turn provide +10 critical chance. If against the same target, they also grant +10 hit chance.''<br />
| width="10%" |'''Volatile Mix''' <br/> ''Your grenades deal +2 damage.''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Lieutenant'''<br />
| width="10%" |<br />
| width="10%" |'''Whiplash''' <br/> ''Attack an enemy with an electrical lash. This attack does not cost an action. 1 charge per mission.'' <br/> (Deals additional damage against robotic enemies.)<br />
| width="10%" |'''Full Throttle''' <br> ''Gain +2 mobility for every kill this turn.''<br />
| width="10% |'''Return Fire''' <br/> ''When targeted by enemy fire, automatically fire back with your bullpup once per turn.''<br />
|- align="center"<br />
! [[File:Lieutenant (XCOM 2).png|32px]]<br/>'''Captain'''<br />
| width="10%" |'''Combat Presence''' <br/> ''Grant an additional action to a squadmate.''<br />
| width="10%" |'''Retribution''' <br/> ''Free ripjack strikes on any enemies that enter or attack from melee range.''<br />
| width="10% |'''Interrupt''' <br/> ''A powerful form of [[Overwatch]]. Instead of firing automatically, perform any single action. 1 charge per mission. ''<br />
| width="10% |'''Lightning Reflexes''' <br/> ''The first reaction shot against you misses.''<br />
|- align="center"<br />
! [[File:Captain (XCOM 2).png|32px]]<br/>'''Major'''<br />
| width="10%" |'''Waylay'''<br/> ''When entering [[Overwatch (XCOM2)|Overwatch]], you can take as many shots as you have remaining actions.''<br />
| width="10%" |'''Reckoning''' <br/> ''Unlocks the Ripjack Slash attack. 5 turn cooldown.''<br />
|- align="center"<br />
! [[File:Major (XCOM 2).png|32px]]<br/>'''Colonel'''<br />
| width="10%" |'''Manual Override'''<br/> ''Lower all ability cooldowns by 1. Does not end the turn.''<br/><br />
| width="10%" |'''Battlelord''' <br/> ''Battlelord - After each enemy in line of sight takes an action, take an immediate action. 1 charge per mission. Lasts 1 turn.''<br />
| width="10% |'''Judgement''' <br/> ''When targeted by an attack, the enemy has a chance to [[panic]].''<br />
|}<br />
<br />
==Resistance Orders==<br />
Skirmisher [[Resistance Orders]] offer a variety of bonuses designed to aid XCOM's infrastructure and hinder ADVENT forces, both on and off the battlefield.<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" | Resistance Order<br />
! width="60%" align="center" colspan="4"| Effect<br />
|- align="center"<br />
! rowspan="1" |Bomb Squad<br />
| colspan="2" |''[[Experimental Grenade]] and [[Heavy Weapon]] projects are completed instantly in the [[Proving Ground]].''<br />
|- align="center"<br />
! rowspan="1" |Decoys and Deceptions <br />
| colspan="2" |''All knowledge gained by the [[Chosen]] is reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Double Agent<br />
| colspan="2" |''On every mission, there is a chance an ADVENT unit will join the XCOM squad.'' <br> (Randomly chosen from any of the following: [[ADVENT Trooper (XCOM2)|Trooper]], [[ADVENT Officer (XCOM2)|Officer]], [[ADVENT Stun Lancer (XCOM2)|Stun Lancer]], [[ADVENT Shieldbearer (XCOM2)|Shieldbearer]], [[ADVENT Purifier (XCOM2)|Purifier]], or [[Priest (XCOM2)|Priest]].)<br />
|- align="center"<br />
! rowspan="1" |Impact Modelling<br />
| colspan="2" |''The speed of all armor research is increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Information War<br />
| colspan="2" |''The Tech defense of all enemies and [[Hack (XCOM2)|hack]] targets is reduced by 20.'' <br />
|- align="center"<br />
! rowspan="1" |Inside Job I<br />
| colspan="2" |''All Intel rewards increased by 10%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Job II<br />
| colspan="2" |''All Intel rewards increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Knowledge<br />
| colspan="2" |''The effect of all weapon modifications is increased.'' <br />
|- align="center"<br />
! rowspan="1" |Integrated Warfare<br />
| colspan="2" |''All [[PCS]] effects are increased.''<br />
|- align="center"<br />
! rowspan="1" |Modular Construction <br />
| colspan="2" |''Facility construction speed is increased by 25%.''<br />
|- align="center"<br />
! rowspan="1" |Private Channel<br />
| colspan="2" |''All mission timers are increased by 2 turns.''<br />
|- align="center"<br />
! rowspan="1" |Quid Pro Quo <br />
| colspan="2" |''Black Market Intel costs are reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Sabotage<br />
| colspan="2" |''Remove one block of [[Avatar Project]] progress at the end of each month.''<br />
|- align="center"<br />
! rowspan="1" |Tactical Analysis<br />
| colspan="2" |''Enemy units lose 1 action on their next turn if discovered on the XCOM turn.'' <br />
|- align="center"<br />
! rowspan="1" |Vulture<br />
| colspan="2" |''Enemies drop additional loot items.''<br />
|- align="center"<br />
! rowspan="1" |Weak Points<br />
| colspan="2" |''Any shredding attack from XCOM does an additional +1 shred to the target.''<br />
<br />
[[Category:Skirmishers| ]]<br />
[[Category:Resistance Factions]]<br />
[[Category:War of the Chosen]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=Skirmishers_(XCOM2)&diff=87549Skirmishers (XCOM2)2018-08-17T21:42:11Z<p>Locoman: /* Abilities */</p>
<hr />
<div>The '''Skirmishers''' are one of the three new [[Resistance Faction]]s from [[XCOM 2]]'s expansion, ''[[XCOM 2: War of the Chosen|War of the Chosen]]''. Led by [[Betos]], the first of their number to be freed, the Skirmishers are a faction of rogue [[ADVENT]] soldiers who have removed the chip connecting them to ADVENT's Psionic network, and now seek to similarly liberate their brothers and sisters from the "false gods." Wielding a variety of close-range weapons, such as a unique grapple gauntlet and the [[Bullpup]] rifle, they excel at devastating hit-and-run attacks on the battlefield, and can use their knowledge of ADVENT's inner workings to support XCOM's covert operations.<br />
<br />
==History==<br />
The history of the Skirmishers began in 2020, following the creation and activation of the ADVENT soldier [[Betos]]. Though superficially no different from any of the other mass-produced hybrids ADVENT designed to keep the peace on post-invasion [[Earth]], an abnormality in her control chip caused the degradation of the control signal designed to keep the ADVENT soldiers obedient and loyal to their creators, and eventually left her completely isolated from the alien Psionic network.<br />
<br />
As with many other "defective" soldiers, Betos was targeted by the [[Chosen]] known as the [[Assassin]], who had been bred specifically for this purpose; Betos managed to escape, however, and eventually came to inhabit the wildernesses beyond the reach of ADVENT. Betos soon built up a network of other ADVENT escapees, and turned their attention towards freeing more of their kind from ADVENT's control; <ref>''XCOM 2'' Avenger archives </ref> over the next fifteen years, the Skirmishers evolved into a full-fledged military insurgency, and one of three groups that XCOM considered to be a major threat to the ADVENT administration. Despite this, the Skirmishers were treated with suspicion by other resistance groups - particularly [[Volk]]'s [[Reaper (XCOM 2|Reaper]]s - due to their origins as ADVENT soldiers. One recent Skirmisher recruit was [[Pratal Mox]], who struggled to overcome his reputation as a brutal [[ADVENT Officer (XCOM 2)|Advent Officer]]. <br />
<br />
In 2035, despite the bad blood between these two factions, the Skirmishers alerted the Reapers to the fact that the [[Commander (XCOM 2)|Commander]] was still alive and in ADVENT custody, which would ultimately lead in the XCOM [[Operation Gatecrasher|mission]] that would see the Commander liberated, and a crippling blow dealt to the ADVENT network.<br />
<br />
Following the defeat of ADVENT and the destruction of the psionic network responsible for keeping her people enslaved, Betos and her Skirmishers joined forces with the now-freed ADVENT troopers.<br />
<br />
==Weapons==<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" |Primary Weapon<br />
! width="20%" align="center" colspan="2"| Damage<br />
! width="20%" align="center" colspan="3"| Critical Chance<br />
! width="20%" align="center" colspan="4"| Range<br />
! width="20%" align="center" colspan="5"| Mod Slots<br />
|- align="center"<br />
! rowspan="1" |[[Kal-7 Bullpup]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |1<br />
|- align="center"<br />
! rowspan="1" |[[Kal-15 Bullpup]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|- align="center"<br />
! rowspan="1" |[[Kal-48 Bullpup]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|}<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="10%" align="center" |Secondary Weapon<br />
! width="10%" align="center" colspan="2"| Damage<br />
! width="10%" align="center" colspan="3"| Critical Chance<br />
! width="10%" align="center" colspan="4"| Range<br />
|- align="center"<br />
! rowspan="1" |[[Ripjack]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Ionic Ripjack]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Fusion Ripjack]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
|}<br />
<br />
==Abilities==<br />
{| class="wikitable" width="100%" align="center"<br />
|- align="center"<br />
! width="10%" align="center" colspan="0"| Specialization<br />
! width="10%" align="center" colspan="1"| Hussar<br />
! width="10%" align="center" colspan="1"| Judge<br />
! width="10%" align="center" colspan="1"| Tactician<br />
! width="10%" align="center" colspan="1"| XCOM<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Squaddie'''<br />
| width="10%" | '''Marauder''' <br/> ''Shots are not turn ending, allowing for shooting and moving or shooting twice in a turn.''<br />
| width="10%" |'''Justice''' <br/> ''Use the Grapple to pull a humanoid unit to you and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Grapple''' <br/> ''Deploy a grappling hook to move quickly to an elevated position. .''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Corporal'''<br />
| width="10%" |'''Reflex''' <br/> ''When fired upon, gain one extra action on the next turn. Triggers once per mission.''<br />
| width="10%" |<br />
| width="10%" |'''Total Combat''' <br/> ''Throwing a grenade or using an item no longer ends the turn.''<br />
| width="10%" |'''Saturation Fire''' <br/> ''Fire a cone shaped barrage of bullets at every enemy in an area.''<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Sergeant'''<br />
| width="10%" |<br />
| width="10%" |'''Wrath''' <br/> ''Use the Grapple to pull yourself to an enemy and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Zero In''' <br/> ''Subsequent shots on the same turn provide +10 critical chance. If against the same target, they also grant +10 hit chance.''<br />
| width="10%" |'''Volatile Mix''' <br/> ''Your grenades deal +2 damage.''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Lieutenant'''<br />
| width="10%" |<br />
| width="10%" |'''Whiplash''' <br/> ''Attack an enemy with an electrical lash. This attack does not cost an action. 1 charge per mission.'' <br/> (Deals additional damage against robotic enemies.)<br />
| width="10%" |'''Full Throttle''' <br> ''Gain +2 mobility for every kill this turn.''<br />
| width="10% |'''Return Fire''' <br/> ''When targeted by enemy fire, automatically fire back with your bullpup once per turn.''<br />
|- align="center"<br />
! [[File:Lieutenant (XCOM 2).png|32px]]<br/>'''Captain'''<br />
| width="10%" |'''Combat Presence''' <br/> ''Grant an additional action to a squadmate.''<br />
| width="10%" |'''Retribution''' <br/> ''Free ripjack strikes on any enemies that enter or attack from melee range.''<br />
| width="10% |'''Interrupt''' <br/> ''A powerful form of [[Overwatch]]. Instead of firing automatically, perform any single action. 1 charge per mission. ''<br />
| width="10% |'''Lightning Reflexes''' <br/> ''The first reaction shot against you misses.''<br />
|- align="center"<br />
! [[File:Captain (XCOM 2).png|32px]]<br/>'''Major'''<br />
| width="10%" |'''Waylay'''<br/> ''When entering [[Overwatch (XCOM2)|Overwatch]], you can take as many shots as you have remaining actions.''<br />
| width="10%" |'''Reckoning''' <br/> ''Unlocks the Ripjack Slash attack. 5 turn cooldown.''<br />
|- align="center"<br />
! [[File:Major (XCOM 2).png|32px]]<br/>'''Colonel'''<br />
| width="10%" |'''Manual Override'''<br/> ''Lower all ability cooldowns by 1. Does not end the turn.''<br/><br />
| width="10%" |'''Battlelord''' <br/> ''Battlelord - After each enemy in line of sight takes an action, take an immediate action. 1 charge per mission. Lasts 1 turn.''<br />
| width="10% |'''Judgement''' <br/> ''When targeted by an attack, the enemy has a chance to [[panic]].''<br />
|}<br />
<br />
==Resistance Orders==<br />
Skirmisher [[Resistance Orders]] offer a variety of bonuses designed to aid XCOM's infrastructure and hinder ADVENT forces, both on and off the battlefield.<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" | Resistance Order<br />
! width="60%" align="center" colspan="4"| Effect<br />
|- align="center"<br />
! rowspan="1" |Bomb Squad<br />
| colspan="2" |''[[Experimental Grenade]] and [[Heavy Weapon]] projects are completed instantly in the [[Proving Ground]].''<br />
|- align="center"<br />
! rowspan="1" |Decoys and Deceptions <br />
| colspan="2" |''All knowledge gained by the [[Chosen]] is reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Double Agent<br />
| colspan="2" |''On every mission, there is a chance an ADVENT unit will join the XCOM squad.'' <br> (Randomly chosen from any of the following: [[ADVENT Trooper (XCOM2)|Trooper]], [[ADVENT Officer (XCOM2)|Officer]], [[ADVENT Stun Lancer (XCOM2)|Stun Lancer]], [[ADVENT Shieldbearer (XCOM2)|Shieldbearer]], [[ADVENT Purifier (XCOM2)|Purifier]], or [[Priest (XCOM2)|Priest]].)<br />
|- align="center"<br />
! rowspan="1" |Impact Modelling<br />
| colspan="2" |''The speed of all armor research is increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Information War<br />
| colspan="2" |''The Tech defense of all enemies and [[Hack (XCOM2)|hack]] targets is reduced by 20.'' <br />
|- align="center"<br />
! rowspan="1" |Inside Job I<br />
| colspan="2" |''All Intel rewards increased by 10%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Job II<br />
| colspan="2" |''All Intel rewards increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Knowledge<br />
| colspan="2" |''The effect of all weapon modifications is increased.'' <br />
|- align="center"<br />
! rowspan="1" |Integrated Warfare<br />
| colspan="2" |''All [[PCS]] effects are increased.''<br />
|- align="center"<br />
! rowspan="1" |Modular Construction <br />
| colspan="2" |''Facility construction speed is increased by 25%.''<br />
|- align="center"<br />
! rowspan="1" |Private Channel<br />
| colspan="2" |''All mission timers are increased by 2 turns.''<br />
|- align="center"<br />
! rowspan="1" |Quid Pro Quo <br />
| colspan="2" |''Black Market Intel costs are reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Sabotage<br />
| colspan="2" |''Remove one block of [[Avatar Project]] progress at the end of each month.''<br />
|- align="center"<br />
! rowspan="1" |Tactical Analysis<br />
| colspan="2" |''Enemy units lose 1 action on their next turn if discovered on the XCOM turn.'' <br />
|- align="center"<br />
! rowspan="1" |Vulture<br />
| colspan="2" |''Enemies drop additional loot items.''<br />
|- align="center"<br />
! rowspan="1" |Weak Points<br />
| colspan="2" |''Any shredding attack from XCOM does an additional +1 shred to the target.''<br />
<br />
[[Category:Skirmishers| ]]<br />
[[Category:Resistance Factions]]<br />
[[Category:War of the Chosen]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=ADVENT_Officer_(XCOM2)&diff=87548ADVENT Officer (XCOM2)2018-08-17T20:18:02Z<p>Locoman: Locoman moved page ADVENT Officer (XCOM2) to ADVENT Officer (XCOM 2)</p>
<hr />
<div>#REDIRECT [[ADVENT Officer (XCOM 2)]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=ADVENT_Officer_(XCOM_2)&diff=87547ADVENT Officer (XCOM 2)2018-08-17T20:18:02Z<p>Locoman: Locoman moved page ADVENT Officer (XCOM2) to ADVENT Officer (XCOM 2)</p>
<hr />
<div>The ADVENT Officer can be seen leading units of ADVENT Troopers. Officers have the ability to Mark a target, making it easier to hit. This doesn't end their turn, so they can also fire.<br />
<br />
ADVENT Officers are mostly notable as the first target you're required to Skulljack to progress the storyline. Note that skulljacking the Officer will cause a powerful enemy to spawn, so don't do it while in the middle of a firefight. Skullmining an officer after the initial Skulljack is fine however.</div>Locomanhttps://www.ufopaedia.org/index.php?title=Skirmishers_(XCOM2)&diff=87546Skirmishers (XCOM2)2018-08-17T19:47:17Z<p>Locoman: /* History */</p>
<hr />
<div>The '''Skirmishers''' are one of the three new [[Resistance Faction]]s from [[XCOM 2]]'s expansion, ''[[XCOM 2: War of the Chosen|War of the Chosen]]''. Led by [[Betos]], the first of their number to be freed, the Skirmishers are a faction of rogue [[ADVENT]] soldiers who have removed the chip connecting them to ADVENT's Psionic network, and now seek to similarly liberate their brothers and sisters from the "false gods." Wielding a variety of close-range weapons, such as a unique grapple gauntlet and the [[Bullpup]] rifle, they excel at devastating hit-and-run attacks on the battlefield, and can use their knowledge of ADVENT's inner workings to support XCOM's covert operations.<br />
<br />
==History==<br />
The history of the Skirmishers began in 2020, following the creation and activation of the ADVENT soldier [[Betos]]. Though superficially no different from any of the other mass-produced hybrids ADVENT designed to keep the peace on post-invasion [[Earth]], an abnormality in her control chip caused the degradation of the control signal designed to keep the ADVENT soldiers obedient and loyal to their creators, and eventually left her completely isolated from the alien Psionic network.<br />
<br />
As with many other "defective" soldiers, Betos was targeted by the [[Chosen]] known as the [[Assassin]], who had been bred specifically for this purpose; Betos managed to escape, however, and eventually came to inhabit the wildernesses beyond the reach of ADVENT. Betos soon built up a network of other ADVENT escapees, and turned their attention towards freeing more of their kind from ADVENT's control; <ref>''XCOM 2'' Avenger archives </ref> over the next fifteen years, the Skirmishers evolved into a full-fledged military insurgency, and one of three groups that XCOM considered to be a major threat to the ADVENT administration. Despite this, the Skirmishers were treated with suspicion by other resistance groups - particularly [[Volk]]'s [[Reaper (XCOM 2|Reaper]]s - due to their origins as ADVENT soldiers. One recent Skirmisher recruit was [[Pratal Mox]], who struggled to overcome his reputation as a brutal [[ADVENT Officer (XCOM 2)|Advent Officer]]. <br />
<br />
In 2035, despite the bad blood between these two factions, the Skirmishers alerted the Reapers to the fact that the [[Commander (XCOM 2)|Commander]] was still alive and in ADVENT custody, which would ultimately lead in the XCOM [[Operation Gatecrasher|mission]] that would see the Commander liberated, and a crippling blow dealt to the ADVENT network.<br />
<br />
Following the defeat of ADVENT and the destruction of the psionic network responsible for keeping her people enslaved, Betos and her Skirmishers joined forces with the now-freed ADVENT troopers.<br />
<br />
==Weapons==<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" |Primary Weapon<br />
! width="20%" align="center" colspan="2"| Damage<br />
! width="20%" align="center" colspan="3"| Critical Chance<br />
! width="20%" align="center" colspan="4"| Range<br />
! width="20%" align="center" colspan="5"| Mod Slots<br />
|- align="center"<br />
! rowspan="1" |[[Kal-7 Bullpup]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |1<br />
|- align="center"<br />
! rowspan="1" |[[Kal-15 Bullpup]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|- align="center"<br />
! rowspan="1" |[[Kal-48 Bullpup]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|}<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="10%" align="center" |Secondary Weapon<br />
! width="10%" align="center" colspan="2"| Damage<br />
! width="10%" align="center" colspan="3"| Critical Chance<br />
! width="10%" align="center" colspan="4"| Range<br />
|- align="center"<br />
! rowspan="1" |[[Ripjack]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Ionic Ripjack]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Fusion Ripjack]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
|}<br />
<br />
==Abilities==<br />
{| class="wikitable" width="100%" align="center"<br />
|- align="center"<br />
! width="10%" align="center" colspan="0"| Specialization<br />
! width="10%" align="center" colspan="1"| Hussar<br />
! width="10%" align="center" colspan="1"| Judge<br />
! width="10%" align="center" colspan="1"| Tactician<br />
! width="10%" align="center" colspan="1"| XCOM<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Squaddie'''<br />
| width="10%" | '''Marauder''' <br/> ''Shots are not turn ending, allowing for shooting and moving or shooting twice in a turn.''<br />
| width="10%" |'''Justice''' <br/> ''Use the Grapple to pull a humanoid unit to you and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Grapple''' <br/> ''Deploy a grappling hook to move quickly to an elevated position. .''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Corporal'''<br />
| width="15%" |'''Reflex''' <br/> ''When fired upon, gain one extra action on the next turn. Triggers once per mission.''<br />
| width="10%" |<br />
| width="10%" |'''Total Combat''' <br/> ''Throwing a grenade or using an item no longer ends the turn.''<br />
| width="10%" |'''Saturation Fire''' <br/> ''Fire a cone shaped barrage of bullets at every enemy in an area.''<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Sergeant'''<br />
| width="10%" |<br />
| width="10%" |'''Wrath''' <br/> ''Use the Grapple to pull yourself to an enemy and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Zero In''' <br/> ''Subsequent shots on the same turn provide +10 critical chance. If against the same target, they also grant +10 hit chance.''<br />
| width="10%" |'''Volatile Mix''' <br/> ''Your grenades deal +2 damage.''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Lieutenant'''<br />
| width="10%" |<br />
| width="10%" |'''Whiplash''' <br/> ''Attack an enemy with an electrical lash. This attack does not cost an action. 1 charge per mission.'' <br/> (Deals additional damage against robotic enemies.)<br />
| width="10%" |'''Full Throttle''' ''Gain +2 mobility for every kill this turn.''<br />
| width="10% |'''Return Fire''' <br/> ''When targeted by enemy fire, automatically fire back with your bullpup once per turn.''<br />
|- align="center"<br />
! [[File:Lieutenant (XCOM 2).png|32px]]<br/>'''Captain'''<br />
| width="10%" |'''Combat Presence''' <br/> ''Grant an additional action to a squadmate.''<br />
| width="10%" |'''Retribution''' <br/> ''Free ripjack strikes on any enemies that enter or attack from melee range.''<br />
| width="10% |'''Interrupt''' <br/> ''A powerful form of [[Overwatch]]. Instead of firing automatically, perform any single action. 1 charge per mission. ''<br />
| width="10% |'''Lightning Reflexes''' <br/> ''The first reaction shot against you misses.''<br />
|- align="center"<br />
! [[File:Captain (XCOM 2).png|32px]]<br/>'''Major'''<br />
| width="10%" |'''Waylay'''<br/> ''When entering [[Overwatch (XCOM2)|Overwatch]], you can take as many shots as you have remaining actions.''<br />
| width="10%" |'''Reckoning''' <br/> ''Unlocks the Ripjack Slash attack. 5 turn cooldown.''<br />
|- align="center"<br />
! [[File:Major (XCOM 2).png|32px]]<br/>'''Colonel'''<br />
| width="10%" |'''Manual Override'''<br/> ''Lower all ability cooldowns by 1. Does not end the turn.''<br/><br />
| width="10%" |'''Battlelord''' <br/> ''Battlelord - After each enemy in line of sight takes an action, take an immediate action. 1 charge per mission. Lasts 1 turn.''<br />
| width="10% |'''Judgement''' <br/> ''When targeted by an attack, the enemy has a chance to [[panic]].''<br />
|}<br />
<br />
==Resistance Orders==<br />
Skirmisher [[Resistance Orders]] offer a variety of bonuses designed to aid XCOM's infrastructure and hinder ADVENT forces, both on and off the battlefield.<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" | Resistance Order<br />
! width="60%" align="center" colspan="4"| Effect<br />
|- align="center"<br />
! rowspan="1" |Bomb Squad<br />
| colspan="2" |''[[Experimental Grenade]] and [[Heavy Weapon]] projects are completed instantly in the [[Proving Ground]].''<br />
|- align="center"<br />
! rowspan="1" |Decoys and Deceptions <br />
| colspan="2" |''All knowledge gained by the [[Chosen]] is reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Double Agent<br />
| colspan="2" |''On every mission, there is a chance an ADVENT unit will join the XCOM squad.'' <br> (Randomly chosen from any of the following: [[ADVENT Trooper (XCOM2)|Trooper]], [[ADVENT Officer (XCOM2)|Officer]], [[ADVENT Stun Lancer (XCOM2)|Stun Lancer]], [[ADVENT Shieldbearer (XCOM2)|Shieldbearer]], [[ADVENT Purifier (XCOM2)|Purifier]], or [[Priest (XCOM2)|Priest]].)<br />
|- align="center"<br />
! rowspan="1" |Impact Modelling<br />
| colspan="2" |''The speed of all armor research is increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Information War<br />
| colspan="2" |''The Tech defense of all enemies and [[Hack (XCOM2)|hack]] targets is reduced by 20.'' <br />
|- align="center"<br />
! rowspan="1" |Inside Job I<br />
| colspan="2" |''All Intel rewards increased by 10%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Job II<br />
| colspan="2" |''All Intel rewards increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Knowledge<br />
| colspan="2" |''The effect of all weapon modifications is increased.'' <br />
|- align="center"<br />
! rowspan="1" |Integrated Warfare<br />
| colspan="2" |''All [[PCS]] effects are increased.''<br />
|- align="center"<br />
! rowspan="1" |Modular Construction <br />
| colspan="2" |''Facility construction speed is increased by 25%.''<br />
|- align="center"<br />
! rowspan="1" |Private Channel<br />
| colspan="2" |''All mission timers are increased by 2 turns.''<br />
|- align="center"<br />
! rowspan="1" |Quid Pro Quo <br />
| colspan="2" |''Black Market Intel costs are reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Sabotage<br />
| colspan="2" |''Remove one block of [[Avatar Project]] progress at the end of each month.''<br />
|- align="center"<br />
! rowspan="1" |Tactical Analysis<br />
| colspan="2" |''Enemy units lose 1 action on their next turn if discovered on the XCOM turn.'' <br />
|- align="center"<br />
! rowspan="1" |Vulture<br />
| colspan="2" |''Enemies drop additional loot items.''<br />
|- align="center"<br />
! rowspan="1" |Weak Points<br />
| colspan="2" |''Any shredding attack from XCOM does an additional +1 shred to the target.''<br />
<br />
[[Category:Skirmishers| ]]<br />
[[Category:Resistance Factions]]<br />
[[Category:War of the Chosen]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=Skirmishers_(XCOM2)&diff=87545Skirmishers (XCOM2)2018-08-17T19:17:49Z<p>Locoman: </p>
<hr />
<div>The '''Skirmishers''' are one of the three new [[Resistance Faction]]s from [[XCOM 2]]'s expansion, ''[[XCOM 2: War of the Chosen|War of the Chosen]]''. Led by [[Betos]], the first of their number to be freed, the Skirmishers are a faction of rogue [[ADVENT]] soldiers who have removed the chip connecting them to ADVENT's Psionic network, and now seek to similarly liberate their brothers and sisters from the "false gods." Wielding a variety of close-range weapons, such as a unique grapple gauntlet and the [[Bullpup]] rifle, they excel at devastating hit-and-run attacks on the battlefield, and can use their knowledge of ADVENT's inner workings to support XCOM's covert operations.<br />
<br />
==History==<br />
<br />
==Weapons==<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" |Primary Weapon<br />
! width="20%" align="center" colspan="2"| Damage<br />
! width="20%" align="center" colspan="3"| Critical Chance<br />
! width="20%" align="center" colspan="4"| Range<br />
! width="20%" align="center" colspan="5"| Mod Slots<br />
|- align="center"<br />
! rowspan="1" |[[Kal-7 Bullpup]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |1<br />
|- align="center"<br />
! rowspan="1" |[[Kal-15 Bullpup]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|- align="center"<br />
! rowspan="1" |[[Kal-48 Bullpup]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|}<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="10%" align="center" |Secondary Weapon<br />
! width="10%" align="center" colspan="2"| Damage<br />
! width="10%" align="center" colspan="3"| Critical Chance<br />
! width="10%" align="center" colspan="4"| Range<br />
|- align="center"<br />
! rowspan="1" |[[Ripjack]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Ionic Ripjack]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Fusion Ripjack]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
|}<br />
<br />
==Abilities==<br />
{| class="wikitable" width="100%" align="center"<br />
|- align="center"<br />
! width="10%" align="center" colspan="0"| Specialization<br />
! width="10%" align="center" colspan="1"| Hussar<br />
! width="10%" align="center" colspan="1"| Judge<br />
! width="10%" align="center" colspan="1"| Tactician<br />
! width="10%" align="center" colspan="1"| XCOM<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Squaddie'''<br />
| width="10%" | '''Marauder''' <br/> ''Shots are not turn ending, allowing for shooting and moving or shooting twice in a turn.''<br />
| width="10%" |'''Justice''' <br/> ''Use the Grapple to pull a humanoid unit to you and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Grapple''' <br/> ''Deploy a grappling hook to move quickly to an elevated position. .''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Corporal'''<br />
| width="15%" |'''Reflex''' <br/> ''When fired upon, gain one extra action on the next turn. Triggers once per mission.''<br />
| width="10%" |<br />
| width="10%" |'''Total Combat''' <br/> ''Throwing a grenade or using an item no longer ends the turn.''<br />
| width="10%" |'''Saturation Fire''' <br/> ''Fire a cone shaped barrage of bullets at every enemy in an area.''<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Sergeant'''<br />
| width="10%" |<br />
| width="10%" |'''Wrath''' <br/> ''Use the Grapple to pull yourself to an enemy and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="10%" |'''Zero In''' <br/> ''Subsequent shots on the same turn provide +10 critical chance. If against the same target, they also grant +10 hit chance.''<br />
| width="10%" |'''Volatile Mix''' <br/> ''Your grenades deal +2 damage.''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Lieutenant'''<br />
| width="10%" |<br />
| width="10%" |'''Whiplash''' <br/> ''Attack an enemy with an electrical lash. This attack does not cost an action. 1 charge per mission.'' <br/> (Deals additional damage against robotic enemies.)<br />
| width="10%" |'''Full Throttle''' ''Gain +2 mobility for every kill this turn.''<br />
| width="10% |'''Return Fire''' <br/> ''When targeted by enemy fire, automatically fire back with your bullpup once per turn.''<br />
|- align="center"<br />
! [[File:Lieutenant (XCOM 2).png|32px]]<br/>'''Captain'''<br />
| width="10%" |'''Combat Presence''' <br/> ''Grant an additional action to a squadmate.''<br />
| width="10%" |'''Retribution''' <br/> ''Free ripjack strikes on any enemies that enter or attack from melee range.''<br />
| width="10% |'''Interrupt''' <br/> ''A powerful form of [[Overwatch]]. Instead of firing automatically, perform any single action. 1 charge per mission. ''<br />
| width="10% |'''Lightning Reflexes''' <br/> ''The first reaction shot against you misses.''<br />
|- align="center"<br />
! [[File:Captain (XCOM 2).png|32px]]<br/>'''Major'''<br />
| width="10%" |'''Waylay'''<br/> ''When entering [[Overwatch (XCOM2)|Overwatch]], you can take as many shots as you have remaining actions.''<br />
| width="10%" |'''Reckoning''' <br/> ''Unlocks the Ripjack Slash attack. 5 turn cooldown.''<br />
|- align="center"<br />
! [[File:Major (XCOM 2).png|32px]]<br/>'''Colonel'''<br />
| width="10%" |'''Manual Override'''<br/> ''Lower all ability cooldowns by 1. Does not end the turn.''<br/><br />
| width="10%" |'''Battlelord''' <br/> ''Battlelord - After each enemy in line of sight takes an action, take an immediate action. 1 charge per mission. Lasts 1 turn.''<br />
| width="10% |'''Judgement''' <br/> ''When targeted by an attack, the enemy has a chance to [[panic]].''<br />
|}<br />
<br />
==Resistance Orders==<br />
Skirmisher [[Resistance Orders]] offer a variety of bonuses designed to aid XCOM's infrastructure and hinder ADVENT forces, both on and off the battlefield.<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" | Resistance Order<br />
! width="60%" align="center" colspan="4"| Effect<br />
|- align="center"<br />
! rowspan="1" |Bomb Squad<br />
| colspan="2" |''[[Experimental Grenade]] and [[Heavy Weapon]] projects are completed instantly in the [[Proving Ground]].''<br />
|- align="center"<br />
! rowspan="1" |Decoys and Deceptions <br />
| colspan="2" |''All knowledge gained by the [[Chosen]] is reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Double Agent<br />
| colspan="2" |''On every mission, there is a chance an ADVENT unit will join the XCOM squad.'' <br> (Randomly chosen from any of the following: [[ADVENT Trooper (XCOM2)|Trooper]], [[ADVENT Officer (XCOM2)|Officer]], [[ADVENT Stun Lancer (XCOM2)|Stun Lancer]], [[ADVENT Shieldbearer (XCOM2)|Shieldbearer]], [[ADVENT Purifier (XCOM2)|Purifier]], or [[Priest (XCOM2)|Priest]].)<br />
|- align="center"<br />
! rowspan="1" |Impact Modelling<br />
| colspan="2" |''The speed of all armor research is increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Information War<br />
| colspan="2" |''The Tech defense of all enemies and [[Hack (XCOM2)|hack]] targets is reduced by 20.'' <br />
|- align="center"<br />
! rowspan="1" |Inside Job I<br />
| colspan="2" |''All Intel rewards increased by 10%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Job II<br />
| colspan="2" |''All Intel rewards increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Knowledge<br />
| colspan="2" |''The effect of all weapon modifications is increased.'' <br />
|- align="center"<br />
! rowspan="1" |Integrated Warfare<br />
| colspan="2" |''All [[PCS]] effects are increased.''<br />
|- align="center"<br />
! rowspan="1" |Modular Construction <br />
| colspan="2" |''Facility construction speed is increased by 25%.''<br />
|- align="center"<br />
! rowspan="1" |Private Channel<br />
| colspan="2" |''All mission timers are increased by 2 turns.''<br />
|- align="center"<br />
! rowspan="1" |Quid Pro Quo <br />
| colspan="2" |''Black Market Intel costs are reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Sabotage<br />
| colspan="2" |''Remove one block of [[Avatar Project]] progress at the end of each month.''<br />
|- align="center"<br />
! rowspan="1" |Tactical Analysis<br />
| colspan="2" |''Enemy units lose 1 action on their next turn if discovered on the XCOM turn.'' <br />
|- align="center"<br />
! rowspan="1" |Vulture<br />
| colspan="2" |''Enemies drop additional loot items.''<br />
|- align="center"<br />
! rowspan="1" |Weak Points<br />
| colspan="2" |''Any shredding attack from XCOM does an additional +1 shred to the target.''<br />
<br />
[[Category:Skirmishers| ]]<br />
[[Category:Resistance Factions]]<br />
[[Category:War of the Chosen]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=Skirmishers_(XCOM2)&diff=87543Skirmishers (XCOM2)2018-08-17T18:49:47Z<p>Locoman: Locoman moved page Skirmishers (XCOM2) to Skirmishers (XCOM 2)</p>
<hr />
<div>The '''Skirmishers''' are one of the three new [[Resistance Faction]]s from [[XCOM2]]'s expansion, ''[[XCOM 2: War of the Chosen|War of the Chosen]]''. Led by [[Betos]], the first of their number to be freed, the Skirmishers are a faction of rogue [[ADVENT]] soldiers who have removed the chip connecting them to ADVENT's Psionic network, and now seek to similarly liberate their brothers and sisters from the "false gods." Wielding a variety of close-range weapons, such as a unique grapple gauntlet and the [[Bullpup]] rifle, they excel at devastating hit-and-run attacks on the battlefield, and can use their knowledge of ADVENT's inner workings to support XCOM's covert operations.<br />
<br />
==History==<br />
<br />
==Weapons==<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" |Primary Weapon<br />
! width="20%" align="center" colspan="2"| Damage<br />
! width="20%" align="center" colspan="3"| Critical Chance<br />
! width="20%" align="center" colspan="4"| Range<br />
! width="20%" align="center" colspan="5"| Mod Slots<br />
|- align="center"<br />
! rowspan="1" |[[Kal-7 Bullpup]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |1<br />
|- align="center"<br />
! rowspan="1" |[[Kal-15 Bullpup]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|- align="center"<br />
! rowspan="1" |[[Kal-48 Bullpup]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|}<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="10%" align="center" |Secondary Weapon<br />
! width="10%" align="center" colspan="2"| Damage<br />
! width="10%" align="center" colspan="3"| Critical Chance<br />
! width="10%" align="center" colspan="4"| Range<br />
|- align="center"<br />
! rowspan="1" |[[Ripjack]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Ionic Ripjack]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Fusion Ripjack]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
|}<br />
<br />
==Abilities==<br />
{| class="wikitable" width="70%"<br />
|- align="center"<br />
! width="10%" align="center" colspan="0"| Specialization<br />
! width="30%" align="center" colspan="1"| Hussar<br />
! width="30%" align="center" colspan="1"| Judge<br />
! width="30%" align="center" colspan="3"| Tactician<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Squaddie'''<br />
| width="30%" | '''Marauder''' <br/> ''Shots are not turn ending, allowing for shooting and moving or shooting twice in a turn.''<br />
| width="30%" |'''Justice''' <br/> ''Use the Grapple to pull a humanoid unit to you and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="30%" |'''Grapple''' <br/> ''Deploy a grappling hook to move quickly to an elevated position. .''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Corporal'''<br />
| width="30%" |'''Reflex''' <br/> ''When fired upon, gain one extra action on the next turn. Triggers once per mission.''<br />
| width="30%" |<br />
| width="30%" |'''Total Combat''' <br/> ''Throwing a grenade or using an item no longer ends the turn.''<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Sergeant'''<br />
| width="30%" |<br />
| width="30%" |'''Wrath''' <br/> ''Use the Grapple to pull yourself to an enemy and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="30%" |'''Zero In''' <br/> ''Subsequent shots on the same turn provide +10 critical chance. If against the same target, they also grant +10 hit chance.''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Lieutenant'''<br />
| width="30%" |<br />
| width="30%" |'''Whiplash''' <br/> ''Attack an enemy with an electrical lash. This attack does not cost an action. 1 charge per mission.'' <br/> (Deals additional damage against robotic enemies.)<br />
| width="30%" |'''Full Throttle''' ''Gain +2 mobility for every kill this turn.''<br />
|- align="center"<br />
! [[File:Lieutenant (XCOM 2).png|32px]]<br/>'''Captain'''<br />
| width="30%" |'''Combat Presence''' <br/> ''Grant an additional action to a squadmate.''<br />
| width="30%" |'''Retribution''' <br/> ''Free ripjack strikes on any enemies that enter or attack from melee range.''<br />
| width="30% |'''Interrupt''' <br/> ''A powerful form of [[Overwatch]]. Instead of firing automatically, perform any single action. 1 charge per mission. ''<br />
|- align="center"<br />
! [[File:Captain (XCOM 2).png|32px]]<br/>'''Major'''<br />
| width="30%" |'''Waylay'''<br/> ''When entering [[Overwatch (XCOM2)|Overwatch]], you can take as many shots as you have remaining actions.''<br />
| width="30%" |'''Retribution''' <br/> ''Unlocks the Ripjack Slash attack. 5 turn cooldown.''<br />
|- align="center"<br />
! [[File:Major (XCOM 2).png|32px]]<br/>'''Colonel'''<br />
| width="30%" |'''Manual Override'''<br/> ''Lower all ability cooldowns by 1. Does not end the turn.''<br/>Overwatch does not count as an attack.<br />
| width="30%" |'''Battlelord''' <br/> ''Battlelord - After each enemy in line of sight takes an action, take an immediate action. 1 charge per mission. Lasts 1 turn.''<br />
| width="30% |'''Judgement''' <br/> ''When targeted by an attack, the enemy has a chance to [[panic]].''<br />
|}<br />
<br />
==Resistance Orders==<br />
Skirmisher [[Resistance Orders]] offer a variety of bonuses designed to aid XCOM's infrastructure and hinder ADVENT forces, both on and off the battlefield.<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" | Resistance Order<br />
! width="60%" align="center" colspan="4"| Effect<br />
|- align="center"<br />
! rowspan="1" |Bomb Squad<br />
| colspan="2" |''[[Experimental Grenade]] and [[Heavy Weapon]] projects are completed instantly in the [[Proving Ground]].''<br />
|- align="center"<br />
! rowspan="1" |Decoys and Deceptions <br />
| colspan="2" |''All knowledge gained by the [[Chosen]] is reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Double Agent<br />
| colspan="2" |''On every mission, there is a chance an ADVENT unit will join the XCOM squad.'' <br> (Randomly chosen from any of the following: [[ADVENT Trooper (XCOM2)|Trooper]], [[ADVENT Officer (XCOM2)|Officer]], [[ADVENT Stun Lancer (XCOM2)|Stun Lancer]], [[ADVENT Shieldbearer (XCOM2)|Shieldbearer]], [[ADVENT Purifier (XCOM2)|Purifier]], or [[Priest (XCOM2)|Priest]].)<br />
|- align="center"<br />
! rowspan="1" |Impact Modelling<br />
| colspan="2" |''The speed of all armor research is increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Information War<br />
| colspan="2" |''The Tech defense of all enemies and [[Hack (XCOM2)|hack]] targets is reduced by 20.'' <br />
|- align="center"<br />
! rowspan="1" |Inside Job I<br />
| colspan="2" |''All Intel rewards increased by 10%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Job II<br />
| colspan="2" |''All Intel rewards increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Knowledge<br />
| colspan="2" |''The effect of all weapon modifications is increased.'' <br />
|- align="center"<br />
! rowspan="1" |Integrated Warfare<br />
| colspan="2" |''All [[PCS]] effects are increased.''<br />
|- align="center"<br />
! rowspan="1" |Modular Construction <br />
| colspan="2" |''Facility construction speed is increased by 25%.''<br />
|- align="center"<br />
! rowspan="1" |Private Channel<br />
| colspan="2" |''All mission timers are increased by 2 turns.''<br />
|- align="center"<br />
! rowspan="1" |Quid Pro Quo <br />
| colspan="2" |''Black Market Intel costs are reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Sabotage<br />
| colspan="2" |''Remove one block of [[Avatar Project]] progress at the end of each month.''<br />
|- align="center"<br />
! rowspan="1" |Tactical Analysis<br />
| colspan="2" |''Enemy units lose 1 action on their next turn if discovered on the XCOM turn.'' <br />
|- align="center"<br />
! rowspan="1" |Vulture<br />
| colspan="2" |''Enemies drop additional loot items.''<br />
|- align="center"<br />
! rowspan="1" |Weak Points<br />
| colspan="2" |''Any shredding attack from XCOM does an additional +1 shred to the target.''<br />
<br />
[[Category:Skirmishers| ]]<br />
[[Category:Resistance Factions]]<br />
[[Category:War of the Chosen]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=XCOM2&diff=87542XCOM22018-08-17T18:49:00Z<p>Locoman: Locoman moved page XCOM2 to XCOM 2 over redirect</p>
<hr />
<div>#REDIRECT [[XCOM 2]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=XCOM_2&diff=87541XCOM 22018-08-17T18:49:00Z<p>Locoman: Locoman moved page XCOM2 to XCOM 2 over redirect</p>
<hr />
<div>[[File:XCOM2_SCREEN.PNG|450px|center]]<br />
<br />
''XCOM 2'' is the 2016 sequel of Firaxis' [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]]. The game was released on February 5th, 2016. If you'd like to contribute please check the Talk page or the [[Wiki Tips (EU2012)|Wiki Tips]] page for useful information on how to edit pages, etc. <br />
<br />
{{:XCOM2_Table}}<br />
<br />
[[Category:XCOM 2]]</div>Locomanhttps://www.ufopaedia.org/index.php?title=Skirmishers_(XCOM2)&diff=87540Skirmishers (XCOM2)2018-08-17T17:31:16Z<p>Locoman: Created page with "The '''Skirmishers''' are one of the three new Resistance Factions from XCOM2's expansion, ''War of the Chosen''. Led by Betos, the f..."</p>
<hr />
<div>The '''Skirmishers''' are one of the three new [[Resistance Faction]]s from [[XCOM2]]'s expansion, ''[[XCOM 2: War of the Chosen|War of the Chosen]]''. Led by [[Betos]], the first of their number to be freed, the Skirmishers are a faction of rogue [[ADVENT]] soldiers who have removed the chip connecting them to ADVENT's Psionic network, and now seek to similarly liberate their brothers and sisters from the "false gods." Wielding a variety of close-range weapons, such as a unique grapple gauntlet and the [[Bullpup]] rifle, they excel at devastating hit-and-run attacks on the battlefield, and can use their knowledge of ADVENT's inner workings to support XCOM's covert operations.<br />
<br />
==History==<br />
<br />
==Weapons==<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" |Primary Weapon<br />
! width="20%" align="center" colspan="2"| Damage<br />
! width="20%" align="center" colspan="3"| Critical Chance<br />
! width="20%" align="center" colspan="4"| Range<br />
! width="20%" align="center" colspan="5"| Mod Slots<br />
|- align="center"<br />
! rowspan="1" |[[Kal-7 Bullpup]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |1<br />
|- align="center"<br />
! rowspan="1" |[[Kal-15 Bullpup]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|- align="center"<br />
! rowspan="1" |[[Kal-48 Bullpup]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Medium<br />
| colspan="5" |2<br />
|}<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="10%" align="center" |Secondary Weapon<br />
! width="10%" align="center" colspan="2"| Damage<br />
! width="10%" align="center" colspan="3"| Critical Chance<br />
! width="10%" align="center" colspan="4"| Range<br />
|- align="center"<br />
! rowspan="1" |[[Ripjack]]<br />
| colspan="2" |3-4<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Ionic Ripjack]]<br />
| colspan="2" |4-5<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
<br />
|- align="center"<br />
! rowspan="1" |[[Fusion Ripjack]]<br />
| colspan="2" |6-7<br />
| colspan="3" |0<br />
| colspan="4" |Melee<br />
|}<br />
<br />
==Abilities==<br />
{| class="wikitable" width="70%"<br />
|- align="center"<br />
! width="10%" align="center" colspan="0"| Specialization<br />
! width="30%" align="center" colspan="1"| Hussar<br />
! width="30%" align="center" colspan="1"| Judge<br />
! width="30%" align="center" colspan="3"| Tactician<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Squaddie'''<br />
| width="30%" | '''Marauder''' <br/> ''Shots are not turn ending, allowing for shooting and moving or shooting twice in a turn.''<br />
| width="30%" |'''Justice''' <br/> ''Use the Grapple to pull a humanoid unit to you and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="30%" |'''Grapple''' <br/> ''Deploy a grappling hook to move quickly to an elevated position. .''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Corporal'''<br />
| width="30%" |'''Reflex''' <br/> ''When fired upon, gain one extra action on the next turn. Triggers once per mission.''<br />
| width="30%" |<br />
| width="30%" |'''Total Combat''' <br/> ''Throwing a grenade or using an item no longer ends the turn.''<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Sergeant'''<br />
| width="30%" |<br />
| width="30%" |'''Wrath''' <br/> ''Use the Grapple to pull yourself to an enemy and deliver a ripjack strike. 4 turn cooldown.''<br />
| width="30%" |'''Zero In''' <br/> ''Subsequent shots on the same turn provide +10 critical chance. If against the same target, they also grant +10 hit chance.''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Lieutenant'''<br />
| width="30%" |<br />
| width="30%" |'''Whiplash''' <br/> ''Attack an enemy with an electrical lash. This attack does not cost an action. 1 charge per mission.'' <br/> (Deals additional damage against robotic enemies.)<br />
| width="30%" |'''Full Throttle''' ''Gain +2 mobility for every kill this turn.''<br />
|- align="center"<br />
! [[File:Lieutenant (XCOM 2).png|32px]]<br/>'''Captain'''<br />
| width="30%" |'''Combat Presence''' <br/> ''Grant an additional action to a squadmate.''<br />
| width="30%" |'''Retribution''' <br/> ''Free ripjack strikes on any enemies that enter or attack from melee range.''<br />
| width="30% |'''Interrupt''' <br/> ''A powerful form of [[Overwatch]]. Instead of firing automatically, perform any single action. 1 charge per mission. ''<br />
|- align="center"<br />
! [[File:Captain (XCOM 2).png|32px]]<br/>'''Major'''<br />
| width="30%" |'''Waylay'''<br/> ''When entering [[Overwatch (XCOM2)|Overwatch]], you can take as many shots as you have remaining actions.''<br />
| width="30%" |'''Retribution''' <br/> ''Unlocks the Ripjack Slash attack. 5 turn cooldown.''<br />
|- align="center"<br />
! [[File:Major (XCOM 2).png|32px]]<br/>'''Colonel'''<br />
| width="30%" |'''Manual Override'''<br/> ''Lower all ability cooldowns by 1. Does not end the turn.''<br/>Overwatch does not count as an attack.<br />
| width="30%" |'''Battlelord''' <br/> ''Battlelord - After each enemy in line of sight takes an action, take an immediate action. 1 charge per mission. Lasts 1 turn.''<br />
| width="30% |'''Judgement''' <br/> ''When targeted by an attack, the enemy has a chance to [[panic]].''<br />
|}<br />
<br />
==Resistance Orders==<br />
Skirmisher [[Resistance Orders]] offer a variety of bonuses designed to aid XCOM's infrastructure and hinder ADVENT forces, both on and off the battlefield.<br />
<br />
{| class="wikitable" width="80%" align="center"<br />
|-<br />
! width="20%" align="center" | Resistance Order<br />
! width="60%" align="center" colspan="4"| Effect<br />
|- align="center"<br />
! rowspan="1" |Bomb Squad<br />
| colspan="2" |''[[Experimental Grenade]] and [[Heavy Weapon]] projects are completed instantly in the [[Proving Ground]].''<br />
|- align="center"<br />
! rowspan="1" |Decoys and Deceptions <br />
| colspan="2" |''All knowledge gained by the [[Chosen]] is reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Double Agent<br />
| colspan="2" |''On every mission, there is a chance an ADVENT unit will join the XCOM squad.'' <br> (Randomly chosen from any of the following: [[ADVENT Trooper (XCOM2)|Trooper]], [[ADVENT Officer (XCOM2)|Officer]], [[ADVENT Stun Lancer (XCOM2)|Stun Lancer]], [[ADVENT Shieldbearer (XCOM2)|Shieldbearer]], [[ADVENT Purifier (XCOM2)|Purifier]], or [[Priest (XCOM2)|Priest]].)<br />
|- align="center"<br />
! rowspan="1" |Impact Modelling<br />
| colspan="2" |''The speed of all armor research is increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Information War<br />
| colspan="2" |''The Tech defense of all enemies and [[Hack (XCOM2)|hack]] targets is reduced by 20.'' <br />
|- align="center"<br />
! rowspan="1" |Inside Job I<br />
| colspan="2" |''All Intel rewards increased by 10%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Job II<br />
| colspan="2" |''All Intel rewards increased by 15%.''<br />
|- align="center"<br />
! rowspan="1" |Inside Knowledge<br />
| colspan="2" |''The effect of all weapon modifications is increased.'' <br />
|- align="center"<br />
! rowspan="1" |Integrated Warfare<br />
| colspan="2" |''All [[PCS]] effects are increased.''<br />
|- align="center"<br />
! rowspan="1" |Modular Construction <br />
| colspan="2" |''Facility construction speed is increased by 25%.''<br />
|- align="center"<br />
! rowspan="1" |Private Channel<br />
| colspan="2" |''All mission timers are increased by 2 turns.''<br />
|- align="center"<br />
! rowspan="1" |Quid Pro Quo <br />
| colspan="2" |''Black Market Intel costs are reduced by 33%.''<br />
|- align="center"<br />
! rowspan="1" |Sabotage<br />
| colspan="2" |''Remove one block of [[Avatar Project]] progress at the end of each month.''<br />
|- align="center"<br />
! rowspan="1" |Tactical Analysis<br />
| colspan="2" |''Enemy units lose 1 action on their next turn if discovered on the XCOM turn.'' <br />
|- align="center"<br />
! rowspan="1" |Vulture<br />
| colspan="2" |''Enemies drop additional loot items.''<br />
|- align="center"<br />
! rowspan="1" |Weak Points<br />
| colspan="2" |''Any shredding attack from XCOM does an additional +1 shred to the target.''<br />
<br />
[[Category:Skirmishers| ]]<br />
[[Category:Resistance Factions]]<br />
[[Category:War of the Chosen]]</div>Locoman