Advanced Warfare Center (LW2)

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The Advanced Warefare 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 perks are always the same 7 though their order of unlock is random, the three offensive and defensive skills are a random subset from other classes. Soldiers may 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.

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%).

Offense Perks

Level 1 Level 2 Level 3
Executioner
* Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Executioner
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Deadeye
* Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%. * Deadeye has a 2 turn cooldown.
Deadeye
Take a shot with a small aim penalty for a significant damage boost.
Serial
* Serial is meant to chain enemy kills in a single action, as every kill is essentially free. * Serial does require both actions to use, however. * Serial has a 6 turn cooldown.
Serial
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.
Steady Hands
* The Steady Hands bonus does not stack over multiple turns. * Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.
Steady Hands
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Kubikuri
* Special shot against enemies with less than full hit points: Any critical hit kills them, but regular hits do half damage. * Requires two actions. * 4-turn cooldown. * Against alien rulers, a critical hit will do double normal crit damage instead of killing the enemy outright.
Kubikuri
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.
Death From Above
* Death From Above can combo well with pistol abilities or can simply make a soldier more mobile. * This ability also removes all squadsight-range aim penalties when using sniper rifles at any elevation.
Death From Above
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.
Deadshot
* Bonus 10% chance to critically hit enemies.
Deadshot
Bonus 10% chance to critically hit enemies.
Walk Fire
* This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing half damage. * Consumes 2 ammo. * Usable once per turn. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Walk Fire
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo.
Lethal
* You do two additional points of base damage and one point of additional crit damage with your primary weapon.
Lethal
You do two additional points of base damage and one point of additional crit damage with your primary weapon.
Close and Personal
* Confers +30 critical chance against adjacent targets. * Bonus reduced by 5% for each additional tile of distance from the target, down to 0% at 7 or more tiles.
Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Aggression
* Gain +5 critical chance for each enemy you can see, up to a maximum of 30. * Units visible at squadsight ranges do confer bonus.
Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Locked On
* Gain +10 aim and +10 crit for repeated shots with your primary weapon at the same target. Not cumulative, and only applies to enemy units. * Area-of-Effect-based shots do not grant the bonus.
Locked On
Gain +10 aim and +10 crit for successive shots at the same enemy unit.
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
Run and Gun
* Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. * Run and Gun has a 3 turn cooldown.
Run and Gun
Take an action after dashing.
Boosted Cores
* Your grenades have extra explosives and do one additional damage but require special training to handle. * This also applies to grenade effects, like fire from incendiary weapons.
Boosted Cores
Explosive grenades do one additional damage.
Shredder
* A successful shot with a conventional weapon will shred 1 armor from the target. * More advanced weapons will shred more armor from targets.
Shredder
Your primary weapon attacks shred armor.
Rupture
* Rupture requires 3 ammo points and has a 3 turn cooldown. * Ruptured targets take 3 additional damage from every attack.
Rupture
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.
Biggest Booms
* Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +2 damage). * Does not apply to non-damaging grenades or the Concussion Rocket or Bunker Buster abilities.
Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).
Chain Shot
* Chain Shot requires 2 ammo points, and has a 3 turn cooldown. * Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Chain Shot
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically.
Full Kit
* Grants +1 charge per grenade item in a utility slot. * Applies to explosive and support grenades as well as Battle Scanners.
Full Kit
Grants +1 charge per grenade item in a utility slot.
Shadowstrike
Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
Shadowstrike
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Hail of Bullets
* Hail of Bullets requires 5 ammo points and has a 5 turn cooldown.
Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Bombardier
* Your grenades have 2 tiles extra range. * This includes either launched or thrown grenades.
Bombardier
You may throw or launch grenades two additional tiles.
Sprinter
* Sprinter provides 1 bonus mobility.
Sprinter
Gain 1 mobility.
Iron Curtain
* If this cone-based attack hits, Iron Curtain does half normal damage and imposes -8 mobility to the enemy for two turns. * Three-turn cooldown. * Uses three ammo. * Can be used after moving. * Iron Curtain does not work with shotguns or sniper rifles. * Allies in the cone can be hit by this ability.
Iron Curtain
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon.
Holo Targeting
* Directed cannon-specific abilities, like Suppression, will grant Holo Targeting. * Any cannon abilities that target multiple units will not grant Holo Targeting.
Holo Targeting
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.
HEAT Warheads
* Your grenades now pierce (ignore) up to 2 points of armor and shred one additional point of armor.
HEAT Warheads
Your grenades now pierce up to 2 points of armor and shred one additional point of armor.
Volatile Mix
* Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.
Volatile Mix
Your grenades' area of effect is increased by one tile.
Hunter's Instincts
* Ranged attacks against flanked enemies deal +2 damage.
Hunter's Instincts
Ranged attacks against flanked enemies deal +2 damage.
Precision Shot
* Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown. * Requires both actions to use.
Precision Shot
Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown.
Center Mass
* You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
Center Mass
You do one additional point of base damage when using guns.
Hit and Run
* Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. * Hit and Run cannot be used after Run and Gun is activated. * Bonus full actions from Serial and Death from Above will be awarded first.
Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon.
Flush
* Consumes 1 ammo. * Two-turn cooldown. * +3 bonus to aim. * Cannot crit or apply bonus ammo effects. * Gives -10 defense and -10 dodge for one turn.
Flush
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.
Salvo
* Soldiers with the Salvo ability are prime candidates for heavy armor.
Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Cyclic Fire
* Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim. * Requires 5 ammo. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Cyclic Fire
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Four-turn cooldown.
Walk Fire
* This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing half damage. * Consumes 2 ammo. * Usable once per turn. * Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Walk Fire
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo.
Bring 'Em On
* Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. * Units visible at squadsight ranges do confer bonus.
Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Bring 'Em On
* Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. * Units visible at squadsight ranges do confer bonus.
Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
Executioner
* Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Executioner
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Traverse Fire
* After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Traverse Fire
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.
Center Mass
* You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
Center Mass
You do one additional point of base damage when using guns.
Locked On
* Gain +10 aim and +10 crit for repeated shots with your primary weapon at the same target. Not cumulative, and only applies to enemy units. * Area-of-Effect-based shots do not grant the bonus.
Locked On
Gain +10 aim and +10 crit for successive shots at the same enemy unit.
Light 'Em Up
* Taking a standard shot with your primary weapon as your first action no longer ends your turn.
Light 'Em Up
Taking a standard shot with your primary weapon as your first action no longer ends your turn.
Salvo
* Soldiers with the Salvo ability are prime candidates for heavy armor.
Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Sprinter
* Sprinter provides 1 bonus mobility.
Sprinter
Gain 1 mobility.
Combat Fitness
* Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Volatile Mix
* Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.
Volatile Mix
Your grenades' area of effect is increased by one tile.
Deadshot
* Bonus 10% chance to critically hit enemies.
Deadshot
Bonus 10% chance to critically hit enemies.
Hail of Bullets
* Hail of Bullets requires 5 ammo points and has a 5 turn cooldown.
Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Shredder
* A successful shot with a conventional weapon will shred 1 armor from the target. * More advanced weapons will shred more armor from targets.
Shredder
Your primary weapon attacks shred armor.
Flush
* Consumes 1 ammo. * Two-turn cooldown. * +3 bonus to aim. * Cannot crit or apply bonus ammo effects. * Gives -10 defense and -10 dodge for one turn.
Flush
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.
Aggression
* Gain +5 critical chance for each enemy you can see, up to a maximum of 30. * Units visible at squadsight ranges do confer bonus.
Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Damn Good Ground
* Confers +10 aim and +10 defense against targets at a lower elevation.
Damn Good Ground
Confers +10 aim and +10 defense against targets at a lower elevation.
Bombardier
* Your grenades have 2 tiles extra range. * This includes either launched or thrown grenades.
Bombardier
You may throw or launch grenades two additional tiles.
Lone Wolf
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Lone Wolf
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Sapper
* Sapper allows frag grenades and other explosives to destroy many cover objects.
Sapper
Your explosives can destroy many cover objects.
Cutthroat
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Cutthroat
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Blademaster
Blademast deals a bonus +1 damage on every successful melee attack.  Blademaster grants +10 Aim to melee attacks.
Blademaster
All sword attacks deal +1 extra damage and have +10 Aim.
Fleche
* You can trigger the Fleche ability by placing the movement cursor over an enemy. * A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. * Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position.
Fleche
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Fleche
* You can trigger the Fleche ability by placing the movement cursor over an enemy. * A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy. * Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position.
Fleche
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
Quick Study
Learn officer and AWC bonus abilities in half the time.
Quick Study
Learn officer and AWC bonus abilities in half the time.

Pistol Perks

Return Fire
* Return Fire will only trigger once per turn. * Return Fire can be triggered by melee attacks and Area of Effect attacks. * Return Fire will not trigger when targeted by Overwatch fire.
Return Fire
When targeted by enemy fire, automatically fire back with your pistol once per turn.


Quickdraw
* Quickdraw allows the soldier to spread their fire around to different targets in the same turn.
Quickdraw
Firing your pistol with your first action no longer ends your turn.


Clutch Shot
* Once per mission, fire a pistol shot that cannot miss.
Clutch Shot
Once per mission, fire a pistol shot that cannot miss.


Lightning Hands
* Lightning Hands can combo well with two-action abilities, as it does not prevent their use in the same turn. * Lightning Hands has a 3 turn cooldown.
Lightning Hands
Fire your pistol at a target. This attack does not cost an action.


Faceoff
* Faceoff is best augmented by an aggressive field position, granting a high chance to hit at multiple targets. * Faceoff has a 3 turn cooldown
Faceoff
Fire once at every visible enemy with your pistol.


Fan Fire
* Each shot in Fan Fire rolls a separate chance to hit. * Fan Fire can deal a devastating amount of damage if every shot hits. * Fan Fire has a 3 turn cooldown.
Fan Fire
Fire the pistol three times at the same target.


Gunslinger
* Range is eight tiles. * Three-turn cooldown.
Gunslinger
Take a reaction shot with your pistol against any enemy that moves or attacks within 8 tiles and a wide cone of fire.

Defensive Perks

Level 1 Level 2 Level 3
Damn Good Ground
* Confers +10 aim and +10 defense against targets at a lower elevation.
Damn Good Ground
Confers +10 aim and +10 defense against targets at a lower elevation.
Cool Under Pressure
* You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Tradecraft
This soldier has significantly reduced infiltration times while on missions.
Tradecraft
This soldier has significantly reduced infiltration times while on missions.
Ever Vigilant
* Ever Vigilant enables an extremely mobile style of play for the soldier. * Any action other than moving will invalidate Ever Vigilant.
Ever Vigilant
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Low Profile
* Makes partial cover count as full.
Low Profile
Makes partial cover count as full.
Shadowstep
A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
Shadowstep
This soldier does not trigger overwatch or reaction fire.
Deep Cover
* Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
Deep Cover
If you did not attack this turn, hunker down automatically.
Covert
Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence.  This ability also grants a small reduction in this soldier's impact on infiltration times.  Does not apply to ADVENT security towers.
Covert
Enemies have 25% smaller detection range against you.
Lightning Reflexes
* Reaction fire shots against you have a significantly decreased chance to hit. * The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances.
Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Lone Wolf
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Lone Wolf
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Evasive
This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Evasive
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Implacable
The Fleche ability cannot be used after gaining a bonus move from Implacable.
Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
Infighter
Gain 25 dodge against attacks within four tiles.  Dodge bonus also applies to melee attacks.
Infighter
Gain 25 dodge against attacks within four tiles.
Suppression
* Suppression costs 2 ammo points to use, but has no cooldown. * Suppression will be canceled if the suppressing unit is damaged. * If multiple units suppress a target, the aim penalty will stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well) * May not be used if sniper rifle or shotgun-class weapons are equipped. * Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Suppression
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.
Tactical Sense
* Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. * Units visible at squadsight ranges do not confer bonus.
Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Covering Fire
* If triggered by an enemy action, Covering Fire will trigger before the enemy action completes. * If triggered by an enemy in cover, Covering Fire will respect that cover with "to-hit" calculations.
Covering Fire
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.
Resilience
* Enemy attacks against you suffer a -50 penalty to critical hit chances.
Resilience
Enemy attacks against you suffer a -50 penalty to critical hit chances.
Untouchable
* When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Will to Survive
* Enemy damage is reduced by 1 when in cover and attacked through that cover. * Cover against explosives and other indirect attacks is calculated from the point of the explosion. * Armor piercing effects do not eliminate this bonus. * This unit also permanently gains 5 will.
Will to Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * Does not cost an action. Has a 5-turn cooldown.
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Kill Zone
* There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts. * Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability. * Kill Zone has a 3 turn cooldown.
Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Smoker
* Grants one free smoke grenade item to your inventory.
Smoker
Grants one free smoke grenade item to your inventory.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Close Combat Specialist
* Will not trigger if soldier is concealed. * You may shoot at each enemy with this ability once per turn. * Each shot costs two points of ammo.
Close Combat Specialist
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.
Flashbanger
* Grants 1 free flashbang item to your inventory.
Flashbanger
Grants 1 free flashbang item to your inventory.
Phantom
* Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. * If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
Phantom
When the squad is revealed, this soldier remains concealed.
Sentinel
The two reaction shots cannot be against the same target.
Sentinel
When in overwatch, you may take two reaction shots.
Ghostwalker
Activate this ability to reduce enemy detection range against you by 25% for two turns (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.  Four-turn cooldown.  Requires no actions to activate.  This ability also grants a small reduction in this soldier's impact on infiltration times.  Does not apply to ADVENT security towers.
Ghostwalker
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.
Hard Target
Gain 3 dodge per enemy you can see, up to a maximum of +30.  Units visible at squadsight ranges do not confer bonus.
Hard Target
Gain 3 dodge per enemy you can see, up to a maximum of +30.
Rapid Reaction
* When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
Rapid Reaction
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.
Guardian
* There are no limits to how many Overwatch shots can be taken with the Guardian ability, outside of ammunition and viable targets.
Guardian
With every successful Overwatch shot, there is a 50% chance that another shot will be taken.
Field Medic
If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Field Medic
Equipped medikits have 2 extra charges.
Combat Fitness
* Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Aim
* The bonus granted by Aim can apply to either a pistol or primary weapon shot.
Aim
Hunker Down now confers +20 Aim to the first shot on the following turn.
Ghostwalker
Activate this ability to reduce enemy detection range against you by 25% for two turns (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.  Four-turn cooldown.  Requires no actions to activate.  This ability also grants a small reduction in this soldier's impact on infiltration times.  Does not apply to ADVENT security towers.
Ghostwalker
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.
Phantom
* Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. * If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
Phantom
When the squad is revealed, this soldier remains concealed.
Suppression
* Suppression costs 2 ammo points to use, but has no cooldown. * Suppression will be canceled if the suppressing unit is damaged. * If multiple units suppress a target, the aim penalty will stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well) * May not be used if sniper rifle or shotgun-class weapons are equipped. * Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Suppression
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.
Guardian
* There are no limits to how many Overwatch shots can be taken with the Guardian ability, outside of ammunition and viable targets.
Guardian
With every successful Overwatch shot, there is a 50% chance that another shot will be taken.
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Formidable
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * Does not cost an action. Has a 5-turn cooldown.
Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
Ever Vigilant
* Ever Vigilant enables an extremely mobile style of play for the soldier. * Any action other than moving will invalidate Ever Vigilant.
Ever Vigilant
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Hard Target
Gain 3 dodge per enemy you can see, up to a maximum of +30.  Units visible at squadsight ranges do not confer bonus.
Hard Target
Gain 3 dodge per enemy you can see, up to a maximum of +30.
Low Profile
* Makes partial cover count as full.
Low Profile
Makes partial cover count as full.
Deep Cover
* Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
Deep Cover
If you did not attack this turn, hunker down automatically.
Cool Under Pressure
* You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Covert
Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence.  This ability also grants a small reduction in this soldier's impact on infiltration times.  Does not apply to ADVENT security towers.
Covert
Enemies have 25% smaller detection range against you.
Aim
* The bonus granted by Aim can apply to either a pistol or primary weapon shot.
Aim
Hunker Down now confers +20 Aim to the first shot on the following turn.
Rapid Deployment
* Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. * Applies to Smoke Grenades, Flashbangs and Battle Scanners. * Two-turn cooldown.
Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Resilience
* Enemy attacks against you suffer a -50 penalty to critical hit chances.
Resilience
Enemy attacks against you suffer a -50 penalty to critical hit chances.
Shadowstep
A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
Shadowstep
This soldier does not trigger overwatch or reaction fire.
Whirlwind
A soldier can only gain one move per turn with this ability. Cannot be employed if Reaper is active.
Whirlwind
If you hit with a melee attack during your turn, gain a bonus move.
Quick Study
Learn officer and AWC bonus abilities in half the time.
Quick Study
Learn officer and AWC bonus abilities in half the time.
Rapid Deployment
* Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. * Applies to Smoke Grenades, Flashbangs and Battle Scanners. * Two-turn cooldown.
Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Infighter
Gain 25 dodge against attacks within four tiles.  Dodge bonus also applies to melee attacks.
Infighter
Gain 25 dodge against attacks within four tiles.
Will to Survive
* Enemy damage is reduced by 1 when in cover and attacked through that cover. * Cover against explosives and other indirect attacks is calculated from the point of the explosion. * Armor piercing effects do not eliminate this bonus. * This unit also permanently gains 5 will.
Will to Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Bladestorm
If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier.  If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range.
Bladestorm
Free sword attacks on any enemies that enter or attack from melee range.
Combatives
* You are very likely to parry the first melee attack against you in a turn and counterattack with your combat knife. * Soldier also gains 10 dodge.
Combatives
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge.