Advanced Warfare Center (LW2)
Revision as of 02:47, 25 February 2017 by Postmaster (talk | contribs)
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 |
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Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. |
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. |
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. |
Take a shot with a small aim penalty for a significant damage boost. |
Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo. |
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. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Fire a standard shot and gain a bonus shot or overwatch action. |
Bonus 10% chance to critically hit enemies. |
Missed shots with your primary weapon have an additional roll to become a graze. |
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. |
Your primary weapon attacks shred armor. |
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. |
Take a shot with an aim penalty of -10. If you hit the target, you take another shot on the target automatically. |
Take an action after dashing. |
Explosive grenades do one additional damage. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
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). |
Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon. |
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. |
Your grenades' area of effect is increased by one tile. |
You may throw or launch grenades two additional tiles. |
Gain 1 mobility. |
You do one additional point of base damage when using guns. |
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. |
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. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. |
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. |
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. |
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 +10 aim and +10 crit for successive shots at the same enemy unit. |
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. |
Gain 1 mobility. |
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. |
Bonus 10% chance to critically hit enemies. |
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. |
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 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Your grenades' area of effect is increased by one tile. |
You may throw or launch grenades two additional tiles. |
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. |
Your primary weapon attacks shred armor. |
Your explosives can destroy many cover objects. |
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. |
All sword attacks deal +1 extra damage and have +10 Aim. |
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage. |
Gain +10 aim and +10 defense when 7 or more tiles distance from any ally. |
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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Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage. |
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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. |
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 |
---|---|---|
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. |
Immediately enter concealment once per mission. |
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. |
When the squad is revealed, this soldier remains concealed. |
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. |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. |
Makes partial cover count as full. |
If you did not attack this turn, hunker down automatically. |
Gain 3 dodge per enemy you can see, up to a maximum of +30. |
Enemies have 25% smaller detection range against you. |
Hunker Down now confers +20 Aim to the first shot on the following turn. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Enemy attacks against you suffer a -50 penalty to critical hit chances. |
This soldier does not trigger overwatch or reaction fire. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
You may parry melee attacks and counterattack with your combat knife. Also gain +10 dodge. |
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. |