Abilities List (LWR)
Long War Rebalance includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay.
Normal Perks
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both).
Available for: Engineer, Infantry, [Medic (LWR)|Medic]], Sniper, Scout
If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being holo-targeted, being flanked, and performing any action will break this concealment. Firing from concealment grants +30% crit.
Available for: Scout
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Available for: All MEC Troopers, All Soldiers
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
Grants 2 medikits.
Available for: Rocketeer, Shogun, Scout
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility.
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, Sniper
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists.
Available for: Infantry, Medic, Rocketeer, Scout
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 2 turn cooldown. Only for Strike/Sniper Rifles.
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP.
Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile.
Available for: Scout
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots.
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility.
Available for: Assault, Medic, Shogun, Scout
Template:Smoke and Mirrors (LWR)
Available for: Engineer, Medic, Rocketeer, Scout
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
Available for: Assault, Infantry, Scout
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens.
Available for: Infantry, Jaeger, Scout, Shogun
Alien Only Perks
Gene Mods
(See also: Gene Mods)
Officer Training
(See also: Officers)
Psionic Abilities
(See also: Psionics)