Difference between revisions of "Advanced Warfare Center (LW2)"

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! width = 1% | '''Level 1'''
 
! width = 1% | '''Level 1'''
 
! width = 1% | '''Level 2'''
 
! width = 1% | '''Level 2'''
 
! width = 1% | '''Level 3'''
 
! width = 1% | '''Level 3'''
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| {{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
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|- align="center"
 
| {{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Bring 'Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Bring 'Em On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| Bullet Shred<br />
 
| Bullet Shred<br />
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| Deadeye
 
| Deadeye
 
| {{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Cyclic Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Cyclic Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
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| {{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Chain Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Chain Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Death From Above (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Death From Above (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
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|- align="center"
 
| {{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Double Tap (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Double Tap (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
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| {{HEAT Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{HEAT Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Full Kit (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Full Kit (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
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| Heavy Frags
 
| Heavy Frags
 
| {{Iron Curtain (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Iron Curtain (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Hit and Run (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Hit and Run (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
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|- align="center"
 
| Hit Where It Hurts
 
| Hit Where It Hurts
 
| {{Kubikuri (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Kubikuri (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Holo Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Holo Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
|-  
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|- align="center"
 
| {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Hunter's Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Hunter's Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
|-  
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|- align="center"
 
| {{Precision Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Precision Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| In The Zone
 
| In The Zone
|-  
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|- align="center"
 
| {{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Lethal (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
 
| {{Lethal (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}}
|-  
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|- align="center"
 
| Sprinter
 
| Sprinter
 
| {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
| {{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}
|-  
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| Steady Hands
 
| Steady Hands
 
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Revision as of 11:50, 6 February 2017

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.

Offense Perks

Level 1 Level 2 Level 3
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.
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).
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.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Bombardier
You may throw or launch grenades two additional tiles.
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.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
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.
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
Bullet Shred
Deadeye
Center Mass
* You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
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.
Executioner
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Chain Shot
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically.
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.
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.
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.
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.
Missed shots with your primary weapon have an additional roll to become a graze.
Double Tap
* Activate to fire a standard shot and gain a second action restricted to Standard Shot, Precision Shot, Deadeye, Kubikiri or Overwatch. * One-turn cooldown.
Fire a standard shot and gain a bonus shot or overwatch action.
HEAT Warheads
Your grenades now pierce up to 2 points of armor and shred one additional point of armor.
Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
Full Kit
* Grants +1 charge per grenade item in a utility slot. * Applies to explosive and support grenades as well as Battle Scanners.
Grants +1 charge per grenade item in a utility slot.
Heavy Frags
Iron Curtain
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon.
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 Where It Hurts
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.
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.
Holo Targeting
* Directed cannon-specific abilities, like Suppression, will grant Holo Targeting. * Any cannon abilities that target multiple units will not grant 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.
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.
Gain +10 aim and +10 crit for successive shots at the same enemy unit.
Salvo
* Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Hunter's Instincts
* Ranged attacks against flanked enemies deal +2 damage.
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.
Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown.
Shredder
* A successful shot with a conventional weapon will shred 1 armor from the target. * More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
In The Zone
Shadowstrike
*Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
Volatile Mix
Your grenades' area of effect is increased by one tile.
Lethal
You do two additional points of base damage and one point of additional crit damage with your primary weapon.
Sprinter
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.
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo.
Rapid Fire
* Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
Steady Hands
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.
Take an action after dashing.

Pistol Perks

Return Fire


Quickdraw


Clutch Shot


Lightning Hands


Faceoff


Fan Fire


Gunslinger

Defensive Perks

Level 1

Level 1 Level 2 Level 3
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.
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.
Cool Under Pressure
* You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
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.
Damn Good Ground
* Confers +10 aim and +10 defense against targets at a lower elevation.
Confers +10 aim and +10 defense against targets at a lower elevation.
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.
Enemies have 25% smaller detection range against you.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Deep Cover
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.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
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.
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
Ever Vigilant
* Ever Vigilant enables an extremely mobile style of play for the soldier. * Any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
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.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Flashbanger
Formidable
* Formidable reduces explosive damage taken by 50%. * It grants two points of Ablative HP
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
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.
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.
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.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
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.
This soldier does not trigger overwatch or reaction fire.
Infighter
*Gain 25 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks.
Gain 25 dodge against attacks within four tiles.
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.
Gain 3 dodge per enemy you can see, up to a maximum of +30.
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.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Lone Wolf
*Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.
Low Profile
* Makes partial cover count as full.
Makes partial cover count as full.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Sentinel
*The two reaction shots cannot be against the same target.
When in overwatch, you may take two reaction shots.
Phantom
When the squad is revealed, this soldier remains concealed.
Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Sharpshooter Resilience
Smoke Grenade
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.
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.
Will to Survive