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Abilities List (LWR): Difference between revisions

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==Normal Perks==
==Normal Perks==
{{Bullseye (LWR) |align=left |text=1}}
Available for: [[Engineer (LWR)|Engineer]], [[Infantry (LWR)|Infantry]], [Medic (LWR)|Medic]], [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]
{{Concealment (LWR) |align=left |text=1}}
Available for: [[Scout (LWR)|Scout]]
{{Critical System Targeting (LWR) |align=left |text=1}}
Available for: [[Engineer (LWR)|Engineer]], [[Goliath (LWR)|Goliath]], [[Gunner (LWR)|Gunner]], [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Shogun (LWR)|Shogun]]
{{Extra Conditioning (LWR) |align=left |text=1}}
Available for: All [[MEC Troopers (LWR) | MEC Troopers]], All [[Soldiers (LWR) | Soldiers]]
{{Disabler (LWR) |align=left |text=1}}
Available for: [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]
{{First Aid (LWR) |align=left |text=1}}
Available for: [[Rocketeer (LWR)|Rocketeer]], [[Shogun (LWR)|Shogun]], [[Scout (LWR)|Scout]]
{{Hit and Run (LWR) |align=left |text=1}}
Available for: [[Shogun (LWR)|Shogun]], [[Scout (LWR)|Scout]]
{{Holo Rounds (LWR) |align=left |text=1}}
Available for: [[Engineer (LWR)|Engineer]], [[Gunner (LWR)|Gunner]], [[Jaeger(LWR)|Jaeger]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]
{{Packmaster (LWR) |align=left |text=1}}
Available for: [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]
{{Precision Shot (LWR) |align=left |text=1}}
Available for: [[Sniper (LWR)|Sniper]], [[Scout (LWR)|Scout]]
{{Ranger (LWR) |align=left |text=1}}
Available for: [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]], [[Sniper (LWR)|Sniper]]
{{Reconnaissance (LWR) |align=left |text=1}}
Available for: [[Scout (LWR)|Scout]]
{{Squadsight (LWR) |align=left |text=1}}
Available for: [[Jaeger(LWR)|Jaeger]], [[Sniper (LWR)|Sniper]]
{{Shadowstep (LWR) |align=left |text=1}}
Available for: [[Assault (LWR)|Assault]], [[Medic (LWR)|Medic]], [[Shogun (LWR)|Shogun]], [[Scout (LWR)|Scout]]
{{Smoke and Mirrors (LWR) |align=left |text=1}}
Available for: [[Engineer (LWR)|Engineer]], [[Medic (LWR)|Medic]], [[Rocketeer (LWR)|Rocketeer]], [[Scout (LWR)|Scout]]


{{Snapshot (LWR) |align=left |text=1}}
{{Snapshot (LWR) |align=left |text=1}}
Available for: [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]]
{{Sprinter (LWR) |align=left |text=1}}
Available for: [[Assault (LWR)|Assault]], [[Scout (LWR)|Scout]]


Available for: [[Assault (LWR)|Assault]], [[Infantry (LWR)|Infantry]], [[Scout (LWR)|Scout]]
{{Vital Point Targeting (LWR) |align=left |text=1}}
Available for: [[Infantry (LWR)|Infantry]], [[Jaeger (LWR)|Jaeger]], [[Scout (LWR)|Scout]], [[Shogun (LWR)|Shogun]]


==Alien Only Perks==
==Alien Only Perks==

Revision as of 18:18, 11 July 2020

Long War Rebalance includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay.

Normal Perks

Bull Rush
Bull Rush
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three).

Available for: Engineer, Infantry, [Medic (LWR)|Medic]], Sniper, Scout


Concealment
Concealment
Concealment
Grants an additional battle scanner. If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being Holo'd, being flanked, and performing any action will break this concealment. Firing from concealment grants +3 crit damage and +30 crit.

Available for: Scout

Critical System Targeting
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons.

Available for: Engineer, Goliath, Gunner, Infantry, Jaeger, Shogun


Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.

Available for: All MEC Troopers, All Soldiers


Disabler
Disabler
Disabler
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.

Available for: Sniper, Scout


First Aid
First Aid
First Aid
Grants 2 medikits.

Available for: Rocketeer, Shogun, Scout


Hit and Run
Hit and Run
Hit and Run

The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn.

Available for: Shogun, Scout


Holo Rounds
Holo Rounds
Holo Rounds

Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].

Available for: Engineer, Gunner, Jaeger, Rocketeer, Scout, Sniper


Packmaster
Packmaster
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.

Available for: Infantry, Medic, Rocketeer, Scout


Precision Shot
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles.

Available for: Sniper, Scout


Ranger
Ranger
Ranger

Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.

Available for: Assault, Infantry, Medic, Rocketeer, Scout, Sniper


Reconnaissance
Reconnaissance
Reconnaissance
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover].

Available for: Scout


Squad sight
Squad sight
Squadsight
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an ally at 0 AP that can see the target). Grants +2 aim per ally (+8 per scout) can see the target and -5 aim for each tile beyond 18. Overwatch and reaction shots are still limited to 18 tiles. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight.

Available for: Jaeger, Sniper


Shadowstep
Shadowstep
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.

Available for: Assault, Medic, Shogun, Scout


Template:Smoke and Mirrors (LWR) Available for: Engineer, Medic, Rocketeer, Scout


Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.

Available for: Assault, Infantry, Scout


Sprinter
Sprinter
Sprinter

Grants +1.3 mobility and +10 defense. Doubles damage from Ram.

Available for: Assault, Scout


Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.

Available for: Infantry, Jaeger, Scout, Shogun

Alien Only Perks

Gene Mods

(See also: Gene Mods)

Officer Training

(See also: Officers)

Psionic Abilities

(See also: Psionics)