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<sup>1</sup> tier 1 and tier 2 are actually the same in the table
<sup>1</sup> tier 1 and tier 2 are actually the same (10 - 15) in the table of version 1.1, should be fixed in upcoming 1.2





Revision as of 13:34, 10 February 2017

Values inside ( ) are after GTS Project

Icon Personal Combat Sim Effect Basic Advanced Superior
Agility +Dodge 10 - 15 15 - 20 20 - 25
Conditioning +Health 1 2 3
Defense +Defense 3 - 5 6 - 8 9 - 10
Focus1 +Will 10 - 15 15 - 20 20 - 25
Fire Control Do not take Overwatch shot below (x)% chance to hit 25 50 75
Hacking +Hacking 5 - 7 8 - 11 12 - 15
Perception +Aim 3 - 4 5 - 6 7 - 8
Psi +PsiOffense 3 - 5 6 - 8 9 - 10
Speed +Mobility 1 2 3

1 tier 1 and tier 2 are actually the same (10 - 15) in the table of version 1.1, should be fixed in upcoming 1.2


Icon Personal Combat Sim Effect
Impact Fields Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown (including the turn in which it was activated). Uses one action and doesn't automatically end your turn. Armor-Piercing weapons do not mitigate this effect.
Body Shield A targeted enemy receives -20 aim and -50 critical chance against the soldier.
Combat Awareness Gain 15 defense and an armor point when in overwatch.
Combat Rush Combat Rush triggers when you kill an enemy unit and provides allies within seven tiles +10 aim, +10 critical chance and +1 mobility. The effect lasts until the end of the following turn after the kill. It can only trigger every five turns.
Damage Control Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn. Taking multiple hits on successive turns extends the timer.
Depth Perception Gain 5 aim and reduce enemies' dodge by 25 when at a higher elevation than your target.
Emergency Life Support Emergency Life Support make the first check for bleeding out each mission an automatic success. Adds two turns to the bleedout timer.
Hyper-Reactive Pupils Gain +10 aim for your next shot with your primary weapon after a miss. Bonus applies until the next time you hit a target or the mission ends. Area-of-Effect-based shots do not induce the bonus.
Iron Skin Incoming melee damage is reduced by 3.
Smart Macrophages The number of hit points you lost during a battle, which is used to calculate time out wounded, is reduced by one. You are immune to poison and acid.