Perk List (LWOTC): Difference between revisions
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{{Arc Pulser (LWOTC)/Info}} | {{Arc Pulser (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (Cpl) | Available for: [[Assault (LWOTC)|Assault]] (Cpl) | ||
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<div id="Arc Welder"><h4 style="display: none">Arc Welder</h4></div> | |||
{{Arc Welder (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Arc Welder (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
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<div id="Bring 'Em On"><h4 style="display: none">Bring 'Em On</h4></div> | <div id="Bring 'Em On"><h4 style="display: none">Bring 'Em On</h4></div> | ||
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{{Close Encounters (LWOTC)/Info}} | {{Close Encounters (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (TSgt) | Available for: [[Assault (LWOTC)|Assault]] (TSgt) | ||
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<div id="Dedication"><h4 style="display: none">Dedication</h4></div> | |||
{{Dedication (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Dedication (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
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<div id="Deep Cover"><h4 style="display: none">Deep Cover</h4></div> | |||
{{Deep Cover (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Deep Cover (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
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<div id="Electroshock"><h4 style="display: none">Electroshock</h4></div> | <div id="Electroshock"><h4 style="display: none">Electroshock</h4></div> | ||
Revision as of 18:27, 10 June 2021
Long War of the Chosen includes numerous changes to existing perks from Long War 2, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors.
Class Perks
Some of these abilities can also be learned using AP (Ability Points) after building the Training Center.
Aggression
- Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
- Units visible at squadsight ranges do confer bonus.
Available for: Assault (SSgt)
Aim Assist
Notes: Either the Holotargeter or the Holotargeting perk works for this perk.
Available for: Assault (XCOM Tier 1)
Arc Pulser
- The Arc Pulser is effective anywhere in the soldier's sight range.
- Requires one action and ends the soldier's turn when fired.
- Can use every other turn.
- Damage to mechanical units increases as arc thrower technology improves.
- Reduces enemy hack defense by 20.
Available for: Assault (Cpl)
Arc Welder
- Starts each battle with 2 charges that heal 4 HP.
- Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.
Available for: Assault (XCOM Tier 1)
Bring 'Em On
- Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
- Units visible at squadsight ranges do confer bonus.
- Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Available for: Assault (GSgt)
Chain Lightning
- Chain Lightning chains from target to target in a sequence. Successive targets can be up to 5 tiles away from each other.
- The attack will not chain to previous targets in the sequence.
- The sequence of targets will be shown when you preview a target. A hit roll will be made against all targets in the sequence, even if you miss against a previous target. Cover bonuses are calculated from your position, not from the previous target.
- Chain Lightning cannot be fired at robotic enemies, and it will not chain to them.
- Requires one action and ends your turn.
- Chain Lightning has a 4 turn cooldown.
- Cannot be used from concealment.
Available for: Assault (MSgt)
Close and Personal
- Confers +30 critical chance against adjacent targets.
- Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Available for: Assault (Cpl)
Close Combat Specialist
- Will not trigger if soldier is concealed.
- You may shoot at each enemy with this ability once per turn.
- Each shot requires 2 ammo.
Available for: Assault (GSgt)
Close Encounters
- Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles.
- A red ring will mark the range of this ability.
- Close Encounters cannot be used on the same turn as Run and Gun.
Available for: Assault (TSgt)
Dedication
- Gain 2 mobility and ignore reaction fire for the rest of the turn.
- Free action.
- Dedication has a 4 turn cooldown.
Available for: Assault (XCOM Tier 1)
Deep Cover
- Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
Available for: Assault (XCOM Tier 1)
Electroshock
- A miss with your Arc Thrower still disorients non-robotic targets.
Available for: Assault (LCpl)
Extra Conditioning
Available for: Assault (SSgt)
Formidable
- Formidable reduces explosive damage taken by 50%.
Available for: Assault (SSgt)
Fortify
- Activate to grant the soldier +20 defense until the beginning of the soldier's next turn.
- This ability is a free action and has a 3-turn cooldown.
Available for: Assault (Sgt)
Hit and Run
- Cannot be used on the same turn as Run and Gun.
- Bonus full actions from Serial and Death from Above will be awarded first.
Available for: Assault (TSgt)
Killer Instinct
Available for: Assault (Sgt)
Lethal
Available for: Assault (MSgt)
Lightning Reflexes
- Reaction fire shots against you have a significantly decreased chance to hit.
- The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Assault (LCpl)
Rapid Fire
- Rapid Fire has a 1 turn cooldown.
Available for: Assault (TSgt)
Run and Gun
- Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position.
- Run and Gun has a 4 turn cooldown.
Available for: Assault (Squaddie)
Slug Shot
- Special shot for primary-weapon shotguns only: Fire a shot with no range penalties.
- The shot will pierce 2 armor point(s).
- The shot also gains +10 aim
- Slug shot has a 2 turn cooldown.
- Requires 1 ammo.
Available for: Assault (LCpl)
Street Sweeper
- Medium-range, cone-based shotgun attack.
- The spread pattern is blocked by heavy cover.
- Uses one action and 2 ammo.
- Street Sweeper has a 5 turn cooldown.
- Does 3 bonus damage against unarmored targets within the spread pattern.
- Cannot be used with non-shotgun weapons.
- Allies can be injured by this attack.
Available for: Assault (MSgt)
Stun
- The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits.
- Improved versions can extend the duration of the stun effect.
- Requires one action and ends the soldier's turn when fired.
- Can use every other turn.
- Ineffective against mechanized units without additional soldier training.
Available for: Assault (Squaddie)
Stun Gunner
- The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Available for: Assault (Sgt)
Trench Gun
- Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets.
- Trench Gun has a 4 turn cooldown.
- Requires 1 ammo.
- Ability will not be available with other primary weapons.
- The shot will not penetrate heavy cover, so this ability is best used in flanking situations.
- Allies in the area of effect can take damage.
Available for: Assault (Cpl)
Untouchable
- When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
Available for: Assault (GSgt)