Perk List (LW2)
Revision as of 22:24, 28 January 2017 by HubrisBliss (talk | contribs)
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 | |
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 | |
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 | |
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 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 | |
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 | |
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
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Available for: Viper
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Available for: Muton
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Available for: Muton
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Available for: Viper
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Available for: Viper
AWC Exclusive Perks
Officer Perks
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