Difference between revisions of "Perk List (LW2)"
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== Officer Perks == | == Officer Perks == | ||
{| class="wikitable" style="border:none; background-color:white; width:50%;" | {| class="wikitable" style="border:none; background-color:white; width:50%;" | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Leadership (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |- | ||
| style="border-width: 0 0 1px 0;" | {{ Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | | style="border-width: 0 0 1px 0;" | {{ Command (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Intervention (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
|- | |- | ||
| style="border-width: 0 0 1px 0;" | {{ Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | | style="border-width: 0 0 1px 0;" | {{ Commissar (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ You'll Need This (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Oscar Mike (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
|- | |- | ||
| style="border-width: 0 0 1px 0;" | {{ Focus Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | | style="border-width: 0 0 1px 0;" | {{ Focus Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
|- | |- | ||
− | | style="border-width: 0 0 1px 0;" | {{ | + | | style="border-width: 0 0 1px 0;" | {{ Incoming! (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Get Some (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Trial by Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
|- | |- | ||
| style="border-width: 0 0 1px 0;" | {{ Jammer (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | | style="border-width: 0 0 1px 0;" | {{ Jammer (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
Line 288: | Line 300: | ||
| style="border-width: 0 0 1px 0;" | {{ Lead by Example (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | | style="border-width: 0 0 1px 0;" | {{ Lead by Example (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
|- | |- | ||
− | | style="border-width: 0 0 1px 0;" | {{ | + | | style="border-width: 0 0 1px 0;" | {{ Collector (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Fire Discipline (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Defilade (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Air Controller (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
+ | |- | ||
+ | | style="border-width: 0 0 1px 0;" | {{ Infiltrator (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
|- | |- | ||
− | | style="border-width: 0 0 1px 0;" | {{ | + | | style="border-width: 0 0 1px 0;" | {{ Combined Arms (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
|- | |- | ||
− | | style="border: | + | | style="border-width: 0 0 1px 0;" | {{ Scavenger (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
|} | |} | ||
Revision as of 14:59, 19 May 2017
Class Perks
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. | |
Available for: Assault, Ranger, Sharpshooter | |
You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon. | |
Available for: Sharpshooter | |
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed. | |
Available for: ADVENT Gunner, Gunner | |
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage). | |
Available for: Grenadier, Technical | |
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage. | |
Available for: Ranger | |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. | |
Available for: Assault, Ranger | |
Fire a special rocket that destroys buildings and other objects in the environment. | |
Available for: Technical | |
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus. | |
Available for: Technical | |
You do one additional point of base damage when using guns. | |
Available for: Advanced Warfare Center, Grenadier, Gunner, Ranger, Sharpshooter | |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. | |
Available for: Assault, Ranger | |
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. | |
Available for: Assault | |
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Close Encounters cannot be used after Run and Gun is activated. | |
Available for: Assault | |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. | |
Available for: Gunner, Ranger | |
Fire a special rocket that does limited damage but has a chance to stun or disorient organic enemies within its area of effect and leaves a cloud of smoke. | |
Available for: Technical | |
Sword attacks against unconscious, stunned, panicked or disoriented enemies have +50 aim, +50 crit and deal two points of additional base damage. | |
Available for: Shinobi | |
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage. | |
Available for: Shinobi | |
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points. | |
Available for: Ranger | |
Your rockets are more accurate. | |
Available for: Technical | |
Once per battle, attack all units in a complete circle around the soldier's position. Also grants immunity to fire damage. | |
Available for: Technical | |
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks. | |
Available for: Assault, Grenadier, Gunner, Ranger, Technical | |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown. | |
Available for: Assault, Ranger, Technical | |
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. | |
Available for: Advanced Warfare Center, Shinobi | |
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower. | |
Available for: Technical | |
If you score one or more kills on your turn, you are granted a single bonus move. | |
Available for: Shinobi | |
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range. | |
Available for: Technical | |
Your Flamethrower can now disorient or panic enemies. | |
Available for: Technical | |
Your flamethrower can now damage mechanical units and shreds armor. | |
Available for: Technical | |
Fire your sawed-off shotgun at a nearby enemy. | |
Available for: Ranger | |
Activate so your next use of the flamethrower will not cost an action. | |
Available for: Technical | |
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. | |
Available for: Assault, Ranger, Shinobi, Technical | |
Special Flamethrower shot that does limited damage but forces enemies to change their position. | |
Available for: Technical | |
Take an action after dashing. | |
Available for: Assault | |
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. | |
Available for: Gunner, Ranger | |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. | |
Available for: Grenadier, Technical | |
Your primary weapon attacks shred armor. | |
Available for: Gunner, SPARK, Technical | |
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover. | |
Available for: Assault | |
Fire your Arc Thrower to incapacitate a target. | |
Available for: Assault | |
Your Arc Thrower now has a bonus to hit. | |
Available for: Assault | |
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. | |
Available for: Andromedon, Gunner, Muton, Ranger, Specialist, Technical | |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. | |
Available for: Ranger, Shinobi, Technical | |
Your grenades and rockets do full damage to units to the maximum extent of their area of effect. | |
Available for: Technical | |
This soldier has significantly reduced infiltration times while on missions. | |
Available for: Shinobi |
Alien Exclusive Perks
Bind and crush an adjacent humanoid enemy, dealing minor damage. Allied units can fire upon the immobilized target. | |
Available for: Viper | |
Chance to ignore melee damage and instantly respond with a melee strike, possibly stunning the attacker. | |
Available for: Muton | |
Mutons can perform a finishing move on an adjacent stunned enemy. | |
Available for: Muton | |
Spit deadly poison at an area. | |
Available for: Viper | |
Grab a target with your tongue and pull them to melee range. Only humanoid targets can be pulled. | |
Available for: Viper |
AWC Exclusive Perks
See also Advanced Warfare Center
Offensive
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Bonus 10% chance to critically hit enemies. |
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. |
Defensive
If you did not attack this turn, hunker down automatically. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Grants one free smoke grenade item to your inventory. |
Grants 1 free flashbang item to your inventory. |
Hunker Down now confers +20 Aim to the first shot on the following turn. |
Enemy attacks against you suffer a -50 penalty to critical hit chances. |
Equipped medikits have 2 extra charges. |
Officer Perks
This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together. |
End your turn to grant a bonus action to any visible member of the squad. The number of charges is dependent on the officer's rank. |
Activate this ability to spend 10 intel and gain two turns on the current mission timer. The number of charges is dependent on the officer's rank. |
Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs. |
Pass a spare pistol to a civilian ally. |
Spend an action to give all allies within Command Range +5 Mobility for the remainder of the turn. Usable once per mission. |
Spend an action to pinpoint a target and grant your squad cumulative Aim bonuses and 1 Armor Piercing on attacks against that target for the rest of the turn. |
Activate this ability to grant everyone within command range four points of damage resistance against explosive attacks through the end of the next alien turn. |
Twice per mission, spend an action to grant all allies within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn. |
Trial by Fire Any soldier going on a mission under this officer below the rank of sergeant will automatically level up. |
Once per battle, delay the arrival of incoming enemy reinforcements by one turn. |
The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer. |
Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy. |
All allies within Command Range of the Officer gain +10% to hit on reaction fire. |
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover. |
The Skyranger will arrive 2 turns sooner during evacuations. |
The officer's squad will infiltrate enemy targets more quickly. |
All allies within Command Range of the Officer do +1 damage with all successful attacks. |
Mission rewards of supplies, Alien Alloys and Elerium increased by 30% after successful missions. Squad members have a chance of collecting extra Alien Alloys and Elerium from aliens. |
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.