Difference between revisions of "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 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. | + | 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 == | == Offense Perks == | ||
− | + | {| style="border-spacing: 2px; border: 1px solid black; border-collapse: collapse;" | |
− | === Level 1 === | + | |- align="center" style="font-size: 150%; background: lightgray; height: 50px;" |
− | + | ! width = 1% | '''Level 1''' | |
− | + | ! width = 1% | '''Level 2''' | |
− | {{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = | + | ! width = 1% | '''Level 3''' |
− | + | |- align="center" | |
− | + | | {{Executioner (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Deadeye (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Serial (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}<!--InTheZone--> | |
− | + | |- align="center" | |
− | Steady Hands | + | | {{Steady Hands (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Kubikuri (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Death From Above (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | + | | {{Deadshot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}<!--HitWhereItHurts--> | |
− | + | | {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Lethal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Close and Personal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Rapid Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | + | | {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Run and Gun (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | |- align="center" |
− | + | | {{Boosted Cores (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}<!--HeavyFrags--> | |
− | + | | {{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Rupture (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}<!--BulletShred--> |
− | + | |- align="center" | |
− | + | | {{Biggest Booms (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | Sprinter | + | | {{Chain Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Full Kit (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | {{HEAT Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = | + | | {{Shadowstrike (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Precision Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | |- align="center" |
− | + | | {{Sprinter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Iron Curtain (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Holo Targeting (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{HEAT Warheads (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | === | + | | {{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Hunter's Instincts (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | {{ | + | | {{Precision Shot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Hit and Run (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | |- align="center" |
− | + | | {{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Cyclic Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Walk Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Grazing Fire (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}} | |
− | + | |- align="center" | |
− | {{ | + | | {{Grazing Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Executioner (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Traverse Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | |- align="center" |
− | + | | {{Center Mass (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Locked On (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Light 'Em Up (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Salvo (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Sprinter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | {{ | + | | {{Volatile Mix (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Deadshot (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}<!--HitWhereItHurts--> | |
− | + | | {{Hail of Bullets (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | |- align="center" |
− | + | | {{Shredder (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Flush (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Aggression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Bombardier (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | | |
− | + | |- align="center" | |
− | === | + | | {{Lone Wolf (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Sapper (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | | |
− | + | |- align="center" | |
− | + | | {{Cutthroat (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Blademaster (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | |
− | + | |- align="center" | |
− | + | | {{Fleche (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}<!--SwordSlice_LW--> | |
− | {{ | + | | {{Fleche (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}}<!--SwordSlice_LW--> |
− | + | | | |
− | + | |- align="center" | |
− | {{ | + | | {{Quick Study (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | {{ | + | |} |
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== Pistol Perks == | == Pistol Perks == | ||
− | + | {{Return Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | Return Fire | ||
− | Quickdraw | + | {{Quickdraw (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | Clutch Shot | + | {{Clutch Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | Lightning Hands | + | {{Lightning Hands (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | Faceoff | + | {{Faceoff (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | Fan Fire | + | {{Fan Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | Gunslinger | + | {{Gunslinger (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
== Defensive Perks == | == Defensive Perks == | ||
− | + | {| style="border-spacing: 2px; border: 1px solid black; border-collapse: collapse;" | |
− | === Level 1 === | + | |- align="center" style="font-size: 150%; background: lightgray; height: 50px;" |
− | + | ! width = 1% | '''Level 1''' | |
− | + | ! width = 1% | '''Level 2''' | |
− | {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | ! width = 1% | '''Level 3''' |
− | + | |- align="center" | |
− | + | | {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | Deep Cover | + | | {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | + | |- align="center" |
− | + | | {{Deep Cover (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Lightning Reflexes (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | Will to Survive | + | | {{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | + | | {{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Resilience (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | Flashbanger | + | | {{Untouchable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Will to Survive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | {{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Smoker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}}<!--SmokeGrenade--> |
− | + | | {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Close Combat Specialist (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | + | | {{Flashbanger (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | === | + | | {{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Rapid Reaction (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | {{ | + | | {{Guardian (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Combat Fitness (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | |- align="center" |
− | + | | {{Sharpshooter Aim (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Ghostwalker (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Phantom (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Guardian (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | |- align="center" | |
− | + | | {{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Hard Target (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | |- align="center" |
− | + | | {{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Deep Cover (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | |- align="center" | |
− | + | | {{Covert (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | {{Sharpshooter Aim (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} <!-- being added with v1.2 --> | |
− | + | |- align="center" | |
− | {{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | + | | {{Resilience (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | {{Shadowstep (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Whirlwind (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | |- align="center" |
− | + | | {{Quick Study (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | === | + | | |
− | + | |- align="center" | |
− | + | | | |
− | {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = | + | | {{Infighter (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | | |
− | + | |- align="center" | |
− | {{ | + | | |
− | + | | {{Will to Survive (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | + | | | |
− | {{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} | + | |- align="center" |
− | + | | | |
− | + | | {{Bladestorm (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} | |
− | {{ | + | | |
− | + | |- align="center" | |
− | + | | | |
− | {{ | + | | {{Combatives (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
− | + | | | |
− | + | |} | |
− | {{ | + | [[Category:Facilities (LW2)]] |
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Revision as of 19:10, 19 May 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 +50% on all difficulties except rookie (+100%).
Offense Perks
Level 1 | Level 2 | Level 3 |
---|---|---|
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. |
Take a shot with a small aim penalty for a significant damage boost. |
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. |
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. |
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. |
Bonus 10% chance to critically hit enemies. |
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo. |
You do two additional points of base damage and one point of additional crit damage with your primary weapon. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. |
Gain +10 aim and +10 crit for successive shots at the same enemy unit. |
Missed shots with your primary weapon have an additional roll to become a graze. |
Take an action after dashing. |
Explosive grenades do one additional damage. |
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. |
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage). |
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically. |
Grants +1 charge per grenade item in a utility slot. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
You may throw or launch grenades two additional tiles. |
Gain 1 mobility. |
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon. |
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. |
Your grenades now pierce up to 2 points of armor and shred one additional point of armor. |
Your grenades' area of effect is increased by one tile. |
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 one additional point of base damage when using guns. |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. |
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. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Four-turn cooldown. |
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. |
Missed shots with your primary weapon have an additional roll to become a graze. |
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. |
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action. |
You do one additional point of base damage when using guns. |
Gain +10 aim and +10 crit for successive shots at the same enemy unit. |
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. |
Gain 1 mobility. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Your grenades' area of effect is increased by one tile. |
Bonus 10% chance to critically hit enemies. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Your primary weapon attacks shred armor. |
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. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
You may throw or launch grenades two additional tiles. |
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Gain +10 aim and +10 defense when 7 or more tiles distance from any ally. |
Your explosives can destroy many cover objects. |
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Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage. |
All sword attacks deal +1 extra damage and have +10 Aim. |
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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. |
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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Learn officer and AWC bonus abilities in half the time. |
Pistol Perks
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.
Once per mission, fire a pistol shot that cannot miss.
Fire your pistol at a target. This attack does not cost an action.
Fire once at every visible enemy with your pistol.
Fire the pistol three times at the same target.
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 |
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Confers +10 aim and +10 defense against targets at a lower elevation. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
This soldier has significantly reduced infiltration times while on missions. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Makes partial cover count as full. |
This soldier does not trigger overwatch or reaction fire. |
If you did not attack this turn, hunker down automatically. |
Enemies have 25% smaller detection range against you. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Gain 25 dodge against attacks within four tiles. |
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. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
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. |
Enemy attacks against you suffer a -50 penalty to critical hit chances. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
Grants one free smoke grenade item to your inventory. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
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. |
Grants 1 free flashbang item to your inventory. |
When the squad is revealed, this soldier remains concealed. |
When in overwatch, you may take two reaction shots. |
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. |
Gain 3 dodge per enemy you can see, up to a maximum of +30. |
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. |
With every successful Overwatch shot, there is a 50% chance that another shot will be taken. |
Equipped medikits have 2 extra charges. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Hunker Down now confers +20 Aim to the first shot on the following turn. |
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. |
When the squad is revealed, this soldier remains concealed. |
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. |
With every successful Overwatch shot, there is a 50% chance that another shot will be taken. |
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. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Gain 3 dodge per enemy you can see, up to a maximum of +30. |
Makes partial cover count as full. |
If you did not attack this turn, hunker down automatically. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Enemies have 25% smaller detection range against you. |
Hunker Down now confers +20 Aim to the first shot on the following turn. |
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. |
This soldier does not trigger overwatch or reaction fire. |
If you hit with a melee attack during your turn, gain a bonus move. |
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. |
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Gain 25 dodge against attacks within four tiles. |
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Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
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Free sword attacks on any enemies that enter or attack from melee range. |
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You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge. |