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Perk List (LWOTC)

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Revision as of 18:27, 10 June 2021 by Solymr (talk | contribs)
Long War of the Chosen Main Page

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

Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • 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

Aim Assist
Gain additional +15 aim and +15 crit against holotargeted units.

Notes: Either the Holotargeter or the Holotargeting perk works for this perk.

Available for: Assault (XCOM Tier 1)


Arc Pulser

Arc Pulser
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts.
  • 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

Arc Welder
You can use your arc thrower to heal friendly mechanical units.
  • 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

Bring 'Em On
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.
  • 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
A chaining arc thrower attack that stuns up to 5 targets.
  • 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

Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
  • 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

Close Combat Specialist
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
  • 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

Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
  • 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

Dedication
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
  • 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

Deep Cover
If you did not attack this turn, hunker down automatically.
  • Non-offensive actions like Reload can still be performed without invalidating Deep Cover.

Available for: Assault (XCOM Tier 1)


Electroshock

Electroshock
Your Arc Thrower disorients the target when it misses.
  • A miss with your Arc Thrower still disorients non-robotic targets.

Available for: Assault (LCpl)


Extra Conditioning

Extra Conditioning
Run and Gun cooldown is reduced by one turn.

Available for: Assault (SSgt)


Formidable

Formidable
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
  • Formidable reduces explosive damage taken by 50%.

Available for: Assault (SSgt)


Fortify

Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
  • 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

Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
  • 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

Killer Instinct
Activating Run and Gun grants +50% critical damage for the rest of the turn.

Available for: Assault (Sgt)


Lethal

Lethal
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

Available for: Assault (MSgt)


Lightning Reflexes

Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
  • 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
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
  • Rapid Fire has a 1 turn cooldown.

Available for: Assault (TSgt)


Run and Gun

Run and Gun
Take an action after dashing.
  • 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

Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
  • 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

Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
  • 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

Stun
Fire your Arc Thrower to incapacitate a target.
  • 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

Stun Gunner
Your Arc Thrower now has a bonus to hit.
  • The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.

Available for: Assault (Sgt)


Trench Gun

Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
  • 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

Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
  • 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)

Pistol Perks

Officer Perks

Psionic Perks

Enemy Perks