Advanced Warfare Center (LW2)
The Advanced Warfare Center, AWC, continues to provide the ability for soldiers to acquire perks from other classes but the process is highly changed in Long War 2. Every soldier now has an AWC skills tree, which will feature 3 offensive, 3 defensive, and 7 pistol perks. The pistol skills are always the same 7 though their order of unlock is random, while the three offensive and defensive skills are a random subset from other classes and some exclusive.
Any soldier can train all 13 perks with enough time and must train in a pod at the AWC, they will not be awarded perks by ranking up, but they need to be a certain rank (and have the previous level's skill trained) to be able to train the offensive and defensive skill. Pistol skills' rank only affects training time, as they can be trained at any moment.
The AWC is also used as the infirmary and can be staffed with a scientist to speed up healing +50% on all difficulties except rookie (+100%).
Pistol Perks
Level 1 | Once per mission, fire a pistol shot that cannot miss. |
When targeted by enemy fire, automatically fire back with your pistol once per turn. |
Firing your pistol with your first action no longer ends your turn. | |||
Level 2 | Take a reaction shot with your pistol against any enemy that moves or attacks within 8 tiles and a wide cone of fire. |
Fire your pistol at a target. This attack does not cost an action. | ||||
Level 3 | Fire once at every visible enemy with your pistol. |
Fire the pistol three times at the same target. |
Compact Tables
Offense Perks
Level 1 | |||||||||||||||||||||||||||
Level 2 | |||||||||||||||||||||||||||
Level 3 |
Defense Perks
Level 1 | ||||||||||||||||||||||||||||
Level 2 | ||||||||||||||||||||||||||||
Level 3 |
Expanded Tables
Offense Perks
Level 1 | Level 2 | Level 3 |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | ||
All sword attacks deal +1 extra damage and have +10 Aim. |
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Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage). |
You may throw or launch grenades two additional tiles. | |
Explosive grenades do one additional damage. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. | |
You do one additional point of base damage when using guns. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. | |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically. |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Four-turn cooldown. |
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage. |
Take a shot with a small aim penalty for a significant damage boost. |
Killing an enemy at a lower elevation with your primary weapon costs only a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
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Bonus 10% chance to critically hit enemies. |
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Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. |
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Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target. |
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Special shot with a bonus to hit that does little damage but forces target to change position if it hits and gives a penalty to defense and dodge. |
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Missed shots with your primary weapon have an additional roll to become a graze. |
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Your grenades now pierce up to 2 points of armor and shred one additional point of armor. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. | |
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon. |
Grants +1 charge per grenade item in a utility slot. | |
Special shot against most enemies who have taken any damage: Any critical hit kills them, but regular hits do half damage. Requires two actions and has a 4-turn cooldown. |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. | |
Gain +10 aim and +10 crit for successive shots at the same enemy unit. |
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn. | |
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally. |
Ranged attacks against flanked enemies deal +2 damage. | |
Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown. |
You do two additional points of base damage and one point of additional crit damage with your primary weapon. | |
Learn officer and AWC bonus abilities in half the time. |
Taking a standard shot with your primary weapon as your first action no longer ends your turn. | |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. | |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Your explosives can destroy many cover objects. |
Take an action after dashing. |
Your primary weapon attacks shred armor. |
A Rupture shot has a large bonus to crit chance and ensures that the target takes an additional +3 damage from all attacks in the future. | |
Gain 1 mobility. |
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack. | |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. | |
Your grenades' area of effect is increased by one tile. |
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Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo. |
Defense Perks
Level 1 | Level 2 | Level 3 |
Hunker Down now confers +20 Aim to the first shot on the following turn. |
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Overwatch shots can now be triggered by any enemy action, not just movement. Targets of overwatch shots receive -10 aim for the rest of the turn whether or not the shot was triggered because of this ability. |
Free sword attacks on any enemies that enter or attack from melee range. |
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed. |
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. | |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. | ||
Enemies have 25% smaller detection range against you. |
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Confers +10 aim and +10 defense against targets at a lower elevation. |
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If you did not attack this turn, hunker down automatically. |
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Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
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If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
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Grants 1 free flashbang item to your inventory. |
Equipped medikits have 2 extra charges. |
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Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. | ||
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. |
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Activate this ability to reduce enemy detection range against you by 25% for the rest of your turn as well as the following turn. Four-turn cooldown. |
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With every successful Overwatch shot, there is a 50% chance that another shot will be taken. |
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Gain 3 dodge per enemy you can see, up to a maximum of +30. | ||
Gain 25 dodge against attacks within four tiles. |
If you score one or more kills on your turn, you are granted a single bonus move. | |
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally. |
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Makes partial cover count as full. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. | |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. | ||
When the squad is revealed, this soldier remains concealed. | ||
Learn officer and AWC bonus abilities in half the time. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. | |
Enemy attacks against you suffer a -50 penalty to critical hit chances. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. Each enemy can only be the target of one shot. | |
Grants one free smoke grenade item to your inventory. |
When in overwatch, you may take two reaction shots. | |
This soldier does not trigger overwatch or reaction fire. | ||
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -25 penalty to the target's aim. |
This soldier has significantly reduced infiltration times while on missions. | |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. | |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. | ||
If you hit with a melee attack during your turn, gain a bonus move. |