Difference between revisions of "Advanced Warfare Center (LW2)"
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=== Level 1 === |
=== Level 1 === |
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+ | {| style="border-spacing: 2px; border: 1px solid black; border-collapse: collapse;" |
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+ | |- align="center" style="font-size: 150%; background: lightgray; height: 50px;" |
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− | {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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+ | ! width = 1% | '''Level 1''' |
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+ | ! width = 1% | '''Level 2''' |
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− | |||
+ | ! width = 1% | '''Level 3''' |
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− | {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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+ | |- |
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− | |||
+ | | {{Covering Fire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | | {{Cool Under Pressure (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | Deep Cover |
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+ | | {{Close Combat Specialist (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |||
+ | |- |
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− | |||
− | {{ |
+ | | {{Damn Good Ground (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
+ | | {{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | | {{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | |- |
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− | {{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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+ | | Deep Cover |
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− | |||
+ | | {{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | {{ |
+ | | {{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
+ | |- |
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− | |||
+ | | {{Ever Vigilant (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | | {{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | Will to Survive<br /> |
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+ | | {{Lightning Reflexes (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | |- |
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− | |||
+ | | Flashbanger |
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− | Smoke Grenade<br /> |
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+ | | {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | | {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |||
+ | |- |
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− | Flashbanger<br /> |
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+ | | {{Ghostwalker (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | | {{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | {{ |
+ | | {{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
+ | |- |
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− | |||
+ | | {{Infighter (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | {{ |
+ | | {{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
+ | | {{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | |- |
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− | |||
+ | | {{Lone Wolf (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | Sharpshooter Aim<br /> |
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+ | | {{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | | {{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | |- |
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− | === Level 2 === |
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+ | | {{Sentinel (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | | {{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |||
− | {{ |
+ | | {{Untouchable (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}} |
+ | |- |
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− | |||
+ | | Sharpshooter |
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− | |||
+ | | Resilience |
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− | {{Low Profile (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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+ | | |
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− | |||
+ | |- |
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− | |||
+ | | Smoke Grenade |
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− | {{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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+ | | {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
+ | | |
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− | |||
+ | |- |
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− | {{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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+ | | Will to Survive<br /> |
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− | |||
+ | | |
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− | |||
+ | | |
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− | {{Suppression (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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+ | |} |
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− | |||
− | |||
− | Resilience<br /> |
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− | |||
− | |||
− | {{Fortify (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Formidable (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Phantom (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |||
− | |||
− | {{Hard Target (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Field Medic (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | === Level 3 === |
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− | |||
− | |||
− | {{Rapid Deployment (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |||
− | |||
− | {{Tradecraft (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Shadowstep (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Lightning Reflexes (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Implacable (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Tactical Sense (LW2)| b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Untouchable (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |||
− | |||
− | {{Kill Zone (LW2) | b_name = 1 | b_descr = 1 | b_info = 1}} |
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− | |||
− | |||
− | {{Close Combat Specialist (LW2) | b_name = 1 | b_descr = 1 | b_info = 0}} |
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− | |||
− | |||
− | |||
[[Category: Long War 2]] |
[[Category: Long War 2]] |
Revision as of 07:08, 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 |
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Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage). |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
You may throw or launch grenades two additional tiles. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. |
Bullet Shred |
Deadeye | You do one additional point of base damage when using guns. |
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Four-turn cooldown. |
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. |
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically. |
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. |
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. |
Missed shots with your primary weapon have an additional roll to become a graze. |
Fire a standard shot and gain a bonus shot or overwatch action. |
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. |
Grants +1 charge per grenade item in a utility slot. |
Heavy Frags | Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon. |
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 | 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. |
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 crit for successive shots at the same enemy unit. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
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. |
Your primary weapon attacks shred armor. |
In The Zone |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
Your grenades' area of effect is increased by one tile. |
You do two additional points of base damage and one point of additional crit damage with your primary weapon. |
Sprinter | Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo. |
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 | 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 |
---|---|---|
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. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
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. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Enemies have 25% smaller detection range against you. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Deep Cover | Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Equipped medikits have 2 extra charges. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Flashbanger | Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
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. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. |
This soldier does not trigger overwatch or reaction fire. |
Gain 25 dodge against attacks within four tiles. |
Gain 3 dodge per enemy you can see, up to a maximum of +30. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally. |
Makes partial cover count as full. |
This soldier has significantly reduced infiltration times while on missions. |
When in overwatch, you may take two reaction shots. |
When the squad is revealed, this soldier remains concealed. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Sharpshooter | Resilience | |
Smoke Grenade | 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. |
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Will to Survive |