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[[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Hunter.png|center|frameless|96px|Hunter|link=]]<div style="text-align: center;">''''' | [[Ted Jam|Back To Main Page]]{{Toc_(LWOTC)|40}}[[File: TJ class Hunter.png|center|frameless|96px|Hunter|link=]]<div style="text-align: center;">'''''Soldiers in the Hunter class are equally adept at both picking off enemies at long range and cleaving through approaching hostiles with a blade. ADVENT will never know what hit them.'''''</div> | ||
== Class Overview == | == Class Overview == | ||
| Line 21: | Line 21: | ||
|Subclass2=Unyielding | |Subclass2=Unyielding | ||
|LCorporal1={{Impulse (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal1={{Impulse (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal2={{ | |LCorporal2={{Shadowborn (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|LCorporal3={{Keen Edge (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |LCorporal3={{Keen Edge (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal1={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Corporal1={{Lone Wolf (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal2={{ | |Corporal2={{Fade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Corporal3={{Sling Blade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Corporal3={{Sling Blade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant1={{Lead The Target (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Sergeant1={{Lead The Target (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant2={{ | |Sergeant2={{Precision Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Sergeant3={{ | |Sergeant3={{Whirlwind (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt1={{Bullseye (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt1={{Bullseye (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt2={{Quick Feet (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt2={{Quick Feet (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|StaffSgt3={{Burial Blade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |StaffSgt3={{Burial Blade (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt1={{Shooting Sharp (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |TechSgt1={{Shooting Sharp (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt2={{ | |TechSgt2={{Surprise (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|TechSgt3={{ | |TechSgt3={{Shadowstep (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt1={{Running On Empty (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |GunSgt1={{Running On Empty (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt2={{Butcher (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |GunSgt2={{Butcher (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|GunSgt3={{ | |GunSgt3={{Dervish (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|MSgt1={{First Strike (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |MSgt1={{First Strike (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|MSgt2={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |MSgt2={{Fearsome (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
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=== XCOM Abilities === | === XCOM Abilities === | ||
{{XCOM Tree (LWOTC) | {{XCOM Tree V3 (LWOTC) | ||
|Tier1A={{ | |Tier1A={{Deadcutter (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1B={{ | |Tier1B={{Deep Cover (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1C={{ | |Tier1C={{Zone of Control (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1D={{ | |Tier1D={{Scrounger (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1E={{ | |Tier1E={{Scout (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1F={{ | |Tier1F={{Paramedic (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1G={{ | |Tier1G={{Flush (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1H={{ | |Tier1H={{Flashbanger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier1I={{ | |Tier1I= | ||
| | |Tier2A={{Maim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2B={{Aim (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2C={{Slash (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2D={{Brawler (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2E={{Long Watch (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2F={{Advice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2G={{The Bigger They Are (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2H={{Damn Good Ground (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier2I= | ||
| | |Tier3A={{Formidable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3B={{Phantom (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3C={{Cool Under Pressure (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3D={{Cover Me (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3E={{Dedication (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3F={{Combatives (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3G={{Low Profile (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3H={{Target Focus (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier3I={{Tactical Sense (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4A={{Bring 'Em On (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4B={{Steady Hands (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4C={{Stay On Target (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4D={{Priority Target (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4E={{Preservation (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4F={{Executioner (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4G={{Blademaster (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier4H= | ||
| | |Tier4I= | ||
| | |Tier5A={{Disabling Shot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5B={{Combat Fitness (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5C={{Untouchable (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5D={{Conceal (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5E={{Cutthroat (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5F={{Bladestorm (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5G={{Avenger (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5H={{Lightning Reflexes (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier5I= | ||
| | |Tier6A={{Lightning Slash (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6B={{Open Fire (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6C={{Burial Shot (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
| | |Tier6D={{Overkill (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | ||
|Tier6E={{Predator (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6F={{Stiletto (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6G={{Deadeye (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6H={{Aggression (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier6I= | |||
|Tier7A={{Serial (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7B={{Run and Gun (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7C={{Alpha Mike Foxtrot (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7D={{Kidney Shank (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7E={{Heavy Hitter (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7F={{Reaper (Perk) (LWOTC) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7G={{Hidden Reserves (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7H={{Run and Slice (TJ) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0 }} | |||
|Tier7I= | |||
}} | }} | ||
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|-style="font-size:150%; font-weight:bold;" | |-style="font-size:150%; font-weight:bold;" | ||
| style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Aim.png|36px|Aim|link=]]<br/>Aim | | style="border-color:#7dc2d2; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Aim.png|36px|Aim|link=]]<br/>Aim | ||
| style="border-color: #7dc2d2;" | 6 | |||
| style="border-color: #7dc2d2;" | 3 | | style="border-color: #7dc2d2;" | 3 | ||
| style="border-color: #7dc2d2;" | 3 | | style="border-color: #7dc2d2;" | 3 | ||
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| style="border-color: #7dc2d2;" | 3 | | style="border-color: #7dc2d2;" | 3 | ||
| style="border-color: #7dc2d2;" | 3 | | style="border-color: #7dc2d2;" | 3 | ||
| style="border-color: #7dc2d2;" | | | style="border-color: #7dc2d2;" | 2 | ||
|-style="font-size:150%; font-weight:bold;" | |-style="font-size:150%; font-weight:bold;" | ||
| style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will | | style="border-color:#7dc2d2; border-width: 0 2px 2px 0; font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will | ||
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|-style="font-size:150%; font-weight:bold;" | |-style="font-size:150%; font-weight:bold;" | ||
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Aim.png|36px|Aim|link=]]<br/>Aim | | style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 0 0; font-size:67%;" | [[File:LW2_Aim.png|36px|Aim|link=]]<br/>Aim | ||
| style="border-color: #7dc2d2; background-color: #232428;" | 6 | | style="border-color: #7dc2d2; background-color: #232428;" | 6 | ||
| style="border-color: #7dc2d2; background-color: #232428;" | 9 | | style="border-color: #7dc2d2; background-color: #232428;" | 9 | ||
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| style="border-color: #7dc2d2; background-color: #232428;" | 21 | | style="border-color: #7dc2d2; background-color: #232428;" | 21 | ||
| style="border-color: #7dc2d2; background-color: #232428;" | 24 | | style="border-color: #7dc2d2; background-color: #232428;" | 24 | ||
| style="border-color: #7dc2d2; background-color: #232428;" | 26 | |||
|-style="font-size:150%; font-weight:bold;" | |-style="font-size:150%; font-weight:bold;" | ||
| style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0;font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will | | style="border-color:#7dc2d2; background-color: #232428; border-width: 0 2px 2px 0;font-size:67%;" | [[File:LW2_Will.png|36px|Will|link=]]<br/>Will | ||
Latest revision as of 19:09, 16 December 2025

Soldiers in the Hunter class are equally adept at both picking off enemies at long range and cleaving through approaching hostiles with a blade. ADVENT will never know what hit them.
Class Overview
The Hunter's unorthodox combination of sniper rifle and sword makes them deadly at any range. The Marksman path can execute devastating ambushes with First Strike and then vanish with Fade, while the Tracker can fight on the run with Snap Shot and Double Time while detecting enemies beyond line of sight with Tracking.
Weapons
Primary: Sniper Rifles
Secondary: Swords
Abilities
Mouse-over
for more information.
| Rank | Ability | ||
Squaddie |
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range. |
You can target enemies within squadmates' sight, provided there is line of sight to 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. |
|---|---|---|---|
| Rampage | Run Through | Unyielding | |
Lance Corporal |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
The soldier is much more difficult to detect while concealed. Also, small bonuses to aim and crit while in concealment. |
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor. |
Corporal |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Gain concealment that is broken if you move. Only works in full cover. Has a 4 turn cooldown. Free action. |
Throw an axe at a target. This attack does not automatically end the turn. |
Sergeant |
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
If you hit with a melee attack during your turn, gain a bonus move. |
Staff Sergeant |
Fire a shot that deals critical damage and gives the target penalties to Aim, Defense, and Will. 5 turn cooldown. |
Refunds one action point when you are revealed from concealment via your own action. |
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded. |
Tech Sergeant |
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover. |
You deal +2 damage while concealed and +1 damage while flanking your target. Passive. |
This soldier does not trigger overwatch or reaction fire. |
Gunnery Sergeant |
Once per turn, if the soldier moves while out of ammo, reload 1 ammo. |
Increases damage against organic targets by 30%. |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). |
Master Sergeant |
While concealed or flanking your target, you deal +3 damage with your primary weapon. |
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic. |
Attack any enemy within movement range with your sword. If you hit, make a free second sword attack. 2 turn cooldown. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
Slash an undead foe within movement range. If this attack is lethal, its AP cost will be refunded. |
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
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 attack this turn, hunker down automatically. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
When the squad is revealed, this soldier remains concealed. |
If you did not move last turn, gain +10 Aim and +10 Critical chance. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. |
Take an action after dashing. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Attack an adjacent target with your sword. Uses one action. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Removes the cooldown for the Lead The Target ability. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded. |
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon. |
There is a chance of an extra loot drop whenever you are on a mission. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
You get 10 Aim and 10 Crit chance on ranged attacks against the closest visible enemy. |
Immediately enter concealment once per mission. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
Dash to an Organic enemy unit and shank them in the kidneys. Stuns for 2 Actions. |
Grants 1 free battle scanner item to your inventory. |
Allow Overwatch to trigger with Squadsight. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
When your concealment is broken, gain +15 defense for 2 turns. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
All your attacks deal +2 damage. |
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges. |
Share the tricks of the hunting trade with an ally. Raises chance to score a critical hit. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Your weapon attacks pierce 2/3/4 additional points of armor. |
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. |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Grants +15 bonus aim against targets that cannot take cover. |
Makes partial cover count as full. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. |
Take a shot with a small aim penalty for a significant damage boost. |
Once per mission, as a free action, set all your cooldowns on abilities back to zero. |
Grants 1 free flashbang item to your inventory. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Move to and slice a target. Uses one action and doesn't end the turn but can only be used once per turn. Has a 4 turn cooldown that can be reset by using other knife perks. | |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 0 | 1 | 0 | 0 | 0 |
Aim |
6 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | |
Will |
4 | 4 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 1 | 2 | 2 | 2 | 2 |
Aim |
6 | 9 | 12 | 15 | 18 | 21 | 24 | 26 | |
Will |
4 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |