Perk List (LWOTC): Difference between revisions
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{{Close Encounters (LWOTC)/Info}} | {{Close Encounters (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (TSgt) | Available for: [[Assault (LWOTC)|Assault]] (TSgt) | ||
---- | |||
<div id="Combat Engineer"><h4 style="display: none">Combat Engineer</h4></div> | |||
{{Combat Engineer (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Combat Engineer (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | |||
<div id="Combat Fitness"><h4 style="display: none">Combat Fitness</h4></div> | |||
{{Combat Fitness (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Coup de Grace"><h4 style="display: none">Coup de Grace</h4></div> | |||
{{Coup de Grace (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Coup de Grace (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Deadeye"><h4 style="display: none">Deadeye</h4></div> | |||
{{Deadeye (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Deadeye (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Death From Above"><h4 style="display: none">Death From Above</h4></div> | |||
{{Death From Above (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Death From Above (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | ---- | ||
<div id="Dedication"><h4 style="display: none">Dedication</h4></div> | <div id="Dedication"><h4 style="display: none">Dedication</h4></div> | ||
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{{Deep Cover (LWOTC)/Info}} | {{Deep Cover (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | ||
---- | |||
<div id="Disabling Shot"><h4 style="display: none">Disabling Shot</h4></div> | |||
{{Disabling Shot (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Disabling Shot (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4) | |||
---- | ---- | ||
<div id="Electroshock"><h4 style="display: none">Electroshock</h4></div> | <div id="Electroshock"><h4 style="display: none">Electroshock</h4></div> | ||
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{{Electroshock (LWOTC)/Info}} | {{Electroshock (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (LCpl) | Available for: [[Assault (LWOTC)|Assault]] (LCpl) | ||
---- | |||
<div id="Evasive"><h4 style="display: none">Evasive</h4></div> | |||
{{Evasive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Evasive (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Executioner"><h4 style="display: none">Executioner</h4></div> | |||
{{Executioner (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | ---- | ||
<div id="Extra Conditioning"><h4 style="display: none">Extra Conditioning</h4></div> | <div id="Extra Conditioning"><h4 style="display: none">Extra Conditioning</h4></div> | ||
{{Extra Conditioning (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | {{Extra Conditioning (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
Available for: [[Assault (LWOTC)|Assault]] (SSgt) | Available for: [[Assault (LWOTC)|Assault]] (SSgt) | ||
---- | |||
<div id="Field Medic"><h4 style="display: none">Field Medic</h4></div> | |||
{{Field Medic (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Field Medic (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | |||
<div id="Flashbanger"><h4 style="display: none">Flashbanger</h4></div> | |||
{{Flashbanger (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | |||
<div id="Flush"><h4 style="display: none">Flush</h4></div> | |||
{{Flush (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Flush (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | ---- | ||
<div id="Formidable"><h4 style="display: none">Formidable</h4></div> | <div id="Formidable"><h4 style="display: none">Formidable</h4></div> | ||
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{{Fortify (LWOTC)/Info}} | {{Fortify (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (Sgt) | Available for: [[Assault (LWOTC)|Assault]] (Sgt) | ||
---- | |||
<div id="Full Kit"><h4 style="display: none">Full Kit</h4></div> | |||
{{Full Kit (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Full Kit (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Ghostwalker"><h4 style="display: none">Ghostwalker</h4></div> | |||
{{Ghostwalker (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Ghostwalker (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | |||
<div id="Grazing Fire"><h4 style="display: none">Grazing Fire</h4></div> | |||
{{Grazing Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Grazing Fire (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | |||
<div id="Hail of Bullets"><h4 style="display: none">Hail of Bullets</h4></div> | |||
{{Hail of Bullets (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Hail of Bullets (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | ---- | ||
<div id="Hit and Run"><h4 style="display: none">Hit and Run</h4></div> | <div id="Hit and Run"><h4 style="display: none">Hit and Run</h4></div> | ||
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{{Hit and Run (LWOTC)/Info}} | {{Hit and Run (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (TSgt) | Available for: [[Assault (LWOTC)|Assault]] (TSgt) | ||
---- | |||
<div id="Implacable"><h4 style="display: none">Implacable</h4></div> | |||
{{Implacable (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Implacable (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4) | |||
---- | |||
<div id="Infighter"><h4 style="display: none">Infighter</h4></div> | |||
{{Infighter (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Infighter (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | |||
<div id="Iron Curtain"><h4 style="display: none">Iron Curtain</h4></div> | |||
{{Iron Curtain (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Iron Curtain (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | ---- | ||
<div id="Killer Instinct"><h4 style="display: none">Killer Instinct</h4></div> | <div id="Killer Instinct"><h4 style="display: none">Killer Instinct</h4></div> | ||
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{{Lightning Reflexes (LWOTC)/Info}} | {{Lightning Reflexes (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (LCpl) | Available for: [[Assault (LWOTC)|Assault]] (LCpl) | ||
---- | |||
<div id="Like Lightning"><h4 style="display: none">Like Lightning</h4></div> | |||
{{Like Lightning (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Like Lightning (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | |||
<div id="Lock N Load"><h4 style="display: none">Lock N Load</h4></div> | |||
{{Lock N Load (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Locked On"><h4 style="display: none">Locked On</h4></div> | |||
{{Locked On (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Locked On (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | |||
<div id="Lone Wolf"><h4 style="display: none">Lone Wolf</h4></div> | |||
{{Lone Wolf (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Lone Wolf (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | |||
<div id="Low Profile"><h4 style="display: none">Low Profile</h4></div> | |||
{{Low Profile (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | |||
<div id="Overkill"><h4 style="display: none">Overkill</h4></div> | |||
{{Overkill (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Phantom"><h4 style="display: none">Phantom</h4></div> | |||
{{Phantom (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Phantom (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Quick Zap"><h4 style="display: none">Quick Zap</h4></div> | |||
{{Quick Zap (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Quick Zap (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4) | |||
---- | |||
<div id="Rapid Deployment"><h4 style="display: none">Rapid Deployment</h4></div> | |||
{{Rapid Deployment (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Rapid Deployment (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | ---- | ||
<div id="Rapid Fire"><h4 style="display: none">Rapid Fire</h4></div> | <div id="Rapid Fire"><h4 style="display: none">Rapid Fire</h4></div> | ||
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{{Rapid Fire (LWOTC)/Info}} | {{Rapid Fire (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (TSgt) | Available for: [[Assault (LWOTC)|Assault]] (TSgt) | ||
---- | |||
<div id="Ready For Anything"><h4 style="display: none">Ready For Anything</h4></div> | |||
{{Ready For Anything (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4) | |||
---- | |||
<div id="Reposition"><h4 style="display: none">Reposition</h4></div> | |||
{{Reposition (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Reposition (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Resilience"><h4 style="display: none">Resilience</h4></div> | |||
{{Resilience (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Return Fire"><h4 style="display: none">Return Fire</h4></div> | |||
{{Return Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Return Fire (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | ---- | ||
<div id="Run and Gun"><h4 style="display: none">Run and Gun</h4></div> | <div id="Run and Gun"><h4 style="display: none">Run and Gun</h4></div> | ||
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{{Run and Gun (LWOTC)/Info}} | {{Run and Gun (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (Squaddie) | Available for: [[Assault (LWOTC)|Assault]] (Squaddie) | ||
---- | |||
<div id="Salvo"><h4 style="display: none">Salvo</h4></div> | |||
{{Salvo (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Salvo (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | |||
<div id="Serial"><h4 style="display: none">Serial</h4></div> | |||
{{Serial (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Serial (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4) | |||
---- | |||
<div id="Shadowstep"><h4 style="display: none">Shadowstep</h4></div> | |||
{{Shadowstep (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Shadowstep (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | |||
<div id="Shadowstrike"><h4 style="display: none">Shadowstrike</h4></div> | |||
{{Shadowstrike (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Shadowstrike (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | ---- | ||
<div id="Slug Shot"><h4 style="display: none">Slug Shot</h4></div> | <div id="Slug Shot"><h4 style="display: none">Slug Shot</h4></div> | ||
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{{Slug Shot (LWOTC)/Info}} | {{Slug Shot (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (LCpl) | Available for: [[Assault (LWOTC)|Assault]] (LCpl) | ||
---- | |||
<div id="Smoker"><h4 style="display: none">Smoker</h4></div> | |||
{{Smoker (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1) | |||
---- | |||
<div id="Stiletto"><h4 style="display: none">Stiletto</h4></div> | |||
{{Stiletto (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4) | |||
---- | ---- | ||
<div id="Street Sweeper"><h4 style="display: none">Street Sweeper</h4></div> | <div id="Street Sweeper"><h4 style="display: none">Street Sweeper</h4></div> | ||
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{{Stun Gunner (LWOTC)/Info}} | {{Stun Gunner (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (Sgt) | Available for: [[Assault (LWOTC)|Assault]] (Sgt) | ||
---- | |||
<div id="Survival Instinct"><h4 style="display: none">Survival Instinct</h4></div> | |||
{{Survival Instinct (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Survival Instinct (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | |||
<div id="Tactical Sense"><h4 style="display: none">Tactical Sense</h4></div> | |||
{{Tactical Sense (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Tactical Sense (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Target Focus"><h4 style="display: none">Target Focus</h4></div> | |||
{{Target Focus (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Target Focus (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | |||
<div id="Thats Close Enough"><h4 style="display: none">Thats Close Enough</h4></div> | |||
{{Thats Close Enough (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Thats Close Enough (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4) | |||
---- | |||
<div id="Tradecraft"><h4 style="display: none">Tradecraft</h4></div> | |||
{{Tradecraft (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3) | |||
---- | |||
<div id="Traverse Fire"><h4 style="display: none">Traverse Fire</h4></div> | |||
{{Traverse Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | ---- | ||
<div id="Trench Gun"><h4 style="display: none">Trench Gun</h4></div> | <div id="Trench Gun"><h4 style="display: none">Trench Gun</h4></div> | ||
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{{Trench Gun (LWOTC)/Info}} | {{Trench Gun (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (Cpl) | Available for: [[Assault (LWOTC)|Assault]] (Cpl) | ||
---- | |||
<div id="Unlimited Power"><h4 style="display: none">Unlimited Power</h4></div> | |||
{{Unlimited Power (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Unlimited Power (LWOTC)/Info}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
---- | ---- | ||
<div id="Untouchable"><h4 style="display: none">Untouchable</h4></div> | <div id="Untouchable"><h4 style="display: none">Untouchable</h4></div> | ||
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{{Untouchable (LWOTC)/Info}} | {{Untouchable (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (GSgt) | Available for: [[Assault (LWOTC)|Assault]] (GSgt) | ||
---- | |||
<div id="Zone of Control"><h4 style="display: none">Zone of Control</h4></div> | |||
{{Zone of Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2) | |||
== Pistol Perks == | == Pistol Perks == | ||
Revision as of 19:03, 12 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)
Combat Engineer
- More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects.
- Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.
Available for: Assault (XCOM Tier 2)
Combat Fitness
Available for: Assault (XCOM Tier 3)
Coup de Grace
- Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies.
- The bonuses are halved against disoriented enemies.
- For Shinobis and Gunners, this perk is applied to their secondary weapon.
Available for: Assault (XCOM Tier 3)
Deadeye
- Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%.
- Deadeye has a 3 turn cooldown.
- Works with Snap Shot.
Available for: Assault (XCOM Tier 3)
Death From Above
- Death From Above can combo well with pistol abilities or can simply make a soldier more mobile.
- Also grants a long-range accuracy bonus for sniper rifles and vektor rifles at any elevation.
Available for: Assault (XCOM Tier 2)
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)
Disabling Shot
- Stuns enemies for 2 actions if the shot hits (including if it grazes).
- Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage.
- Disabling Shot requires 1 ammo to use.
- Disabling Shot has a 5 turn cooldown.
- Only Avatars and Psi Zombies can not be stunned.
Available for: Assault (XCOM Tier 4)
Electroshock
- A miss with your Arc Thrower still disorients non-robotic targets.
Available for: Assault (LCpl)
Evasive
- This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Available for: Assault (XCOM Tier 3)
Executioner
Available for: Assault (XCOM Tier 3)
Extra Conditioning
Available for: Assault (SSgt)
Field Medic
- If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Available for: Assault (XCOM Tier 1)
Flashbanger
Available for: Assault (XCOM Tier 1)
Flush
- Flush has a 3 turn cooldown.
- +30 bonus to aim.
- Damage is reduced by 50%
- Cannot crit or apply bonus ammo effects.
- Cannot be used from concealment.
- Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
Available for: Assault (XCOM Tier 1)
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)
Full Kit
- Grants +1 charge per grenade item in a utility slot.
- Applies to explosive and support grenades as well as Battle Scanners.
- Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Available for: Assault (XCOM Tier 3)
Ghostwalker
- Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.
- Ghostwalker has a 4 turn cooldown.
- Requires no actions to activate.
- This ability also grants a small reduction in this soldier's impact on infiltration times.
- Does not apply to ADVENT security towers.
Available for: Assault (XCOM Tier 1)
Grazing Fire
- Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze.
- This effect occurs after normal hit-miss-graze processing.
- Targets with a dodge score subtract that score from the ability's success chance.
Available for: Assault (XCOM Tier 1)
Hail of Bullets
- Hail of Bullets requires 3 ammo points.
- Hail of Bullets has a 5 turn cooldown.
- Hail of Bullets does not work with sniper rifles.
Available for: Assault (XCOM Tier 2)
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)
Implacable
- The Fleche ability cannot be used after gaining a bonus move from Implacable.
Available for: Assault (XCOM Tier 4)
Infighter
- Gain 40 dodge against attacks within four tiles.
- Dodge bonus also applies to melee attacks.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Assault (XCOM Tier 2)
Iron Curtain
- If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s).
- Iron Curtain has a 3 turn cooldown.
- Uses 3 ammo.
- Can be used after moving.
- Iron Curtain does not work with shotguns or sniper rifles.
- Allies in the cone can be hit by this ability.
Available for: Assault (XCOM Tier 1)
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)
Like Lightning
- When Run and Gun is activated, your Arc Thrower cooldown is immediately removed.
- Does not apply to Chain Lightning.
Available for: Assault (XCOM Tier 1)
Lock N Load
Available for: Assault (XCOM Tier 3)
Locked On
- Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units.
- The effect persists in between multiple turns as long as the same target has been fired upon.
- Area-of-Effect-based shots do not grant the bonus.
Available for: Assault (XCOM Tier 1)
Lone Wolf
- Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant.
- Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Assault (XCOM Tier 2)
Low Profile
Available for: Assault (XCOM Tier 2)
Overkill
Available for: Assault (XCOM Tier 3)
Phantom
- Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment.
- If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
Available for: Assault (XCOM Tier 3)
Quick Zap
- Activate this ability to make your next arc thrower shot a free action.
- Quick Zap has a 4 turn cooldown.
- Applies to the abilities Stun, Arc Pulser and Chain Lightning.
Available for: Assault (XCOM Tier 4)
Rapid Deployment
- Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
- Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners.
- Rapid Deployment has a 3 turn cooldown.
Available for: Assault (XCOM Tier 2)
Rapid Fire
- Rapid Fire has a 1 turn cooldown.
Available for: Assault (TSgt)
Ready For Anything
Available for: Assault (XCOM Tier 4)
Reposition
- Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
- Works with Hit and Run.
Available for: Assault (XCOM Tier 3)
Resilience
Available for: Assault (XCOM Tier 3)
Return Fire
- Return Fire will only trigger once per turn.
- Return Fire can be triggered by melee attacks and area of effect attacks.
- Return Fire will not trigger when targeted by overwatch fire.
Available for: Assault (XCOM Tier 2)
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)
Salvo
- Soldiers with the Salvo ability are prime candidates for heavy armor.
Available for: Assault (XCOM Tier 1)
Serial
- Serial is meant to chain enemy kills in a single action, as every kill is essentially free.
- Every successful kill does result in a reduction to critical hit chance and damage, however.
- Serial has a 7 turn cooldown.
Available for: Assault (XCOM Tier 4)
Shadowstep
- A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
- This ability cannot be disabled in any way.
Available for: Assault (XCOM Tier 2)
Shadowstrike
- Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
Available for: Assault (XCOM Tier 3)
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)
Smoker
Available for: Assault (XCOM Tier 1)
Stiletto
Available for: Assault (XCOM Tier 4)
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)
Survival Instinct
- The bonuses are lost if you are healed back to full health.
Available for: Assault (XCOM Tier 2)
Tactical Sense
- Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense.
- Units visible at squadsight ranges do not confer bonus.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Assault (XCOM Tier 3)
Target Focus
- Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
- Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Available for: Assault (XCOM Tier 2)
Thats Close Enough
- Will not trigger if soldier is concealed.
- Only works on enemy turns.
- This ability can trigger 1 time(s) per turn.
Available for: Assault (XCOM Tier 4)
Tradecraft
Available for: Assault (XCOM Tier 3)
Traverse Fire
Available for: Assault (XCOM Tier 2)
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)
Unlimited Power
- Works for all arc thrower abilities, including Chain Lightning.
Available for: Assault (XCOM Tier 2)
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)
Zone of Control
Available for: Assault (XCOM Tier 2)