|
|
| (One intermediate revision by the same user not shown) |
| Line 168: |
Line 168: |
| == Fixed Perks == | | == Fixed Perks == |
| Each character has access to '''X fixed perks''' that are the same for all characters. | | Each character has access to '''X fixed perks''' that are the same for all characters. |
| {| class="wikitable mw-collapsible" style="min-width: 60%;" | | {| class="wikitable mw-collapsible sortable" style="min-width: 60%;" |
| |- | | |- |
| ! Perk !! Description !! Squad Leader Type | | ! Perk !! Description !! Squad Leader Type |
| Line 179: |
Line 179: |
| | {{PerkIcon|Expert Pilot}} | | | {{PerkIcon|Expert Pilot}} |
| | {{PerkDescription|Expert Pilot}} | | | {{PerkDescription|Expert Pilot}} |
| | Infantry | | | Pilot |
|
| |
|
| |- | | |- |
| | {{PerkIcon|Solid Grouping}} | | | {{PerkIcon|Solid Grouping}} |
| | {{PerkDescription|Solid Grouping}} | | | {{PerkDescription|Solid Grouping}} |
| | Pilot | | | Both |
|
| |
|
| |- | | |- |
| | {{PerkIcon|New Tricks}} | | | {{PerkIcon|New Tricks}} |
| | {{PerkDescription|New Tricks}} | | | {{PerkDescription|New Tricks}} |
| | Pilot | | | Both |
|
| |
|
| |- | | |- |
Unique Perks
Each character has 4 unique perks that only they have access to. One of these is the unique starting perk, which is always unlocked from the start.
|
|
|
|
| Attacks disable enemy Special Weapons for one turn |
+2 Concealment |
+25% DMG and ACC attacking from Concealment |
+20% to maximum Weapons Range
|
|
|
|
|
| 30% Discount to Promotions |
-10 AP for next Standard Attack after moving |
SL will throw back enemy grenades. Once per turn |
ACTIVATE: Remove Suppression and Restore AP
|
|
|
|
|
| -15% ACC & DISC at mission start, but +5% to both per turn. |
ACTIVATE: Heal an element to full HP. |
+1 Special Weapon Use for each squadie up to +100%. |
High Spirits morale status unlocked.
|
|
|
|
|
| +40 AP to a friendly unit within 6 tiles |
+15% ACC and DISC bonuses conferred to adjacent Allies |
ACTIVATE: Rallies allies and reduces their Suppression |
Pike never quits or gives up
|
|
|
|
|
| Can use all Special Weapons without having to deploy them. |
ACTIVATE: Tech crashes into and stuns enemy infantry |
+2 Throwing Range to ALL grenades |
-90% to incoming DMG for squad leader
|
|
|
|
|
| -15% Supply Costs for her squad and equipment |
+30% Item Drop Chance when killing enemies |
+1 Accessory use, excludes Skybots |
+50% DEF vs. the First Attack each Round
|
|
|
|
|
| +20% ACC and +30% DMG vs. healthy targets |
-20 Suppression for each enemy element killed by Greifinger. |
Deploy a set of decoys |
+30% DMG / +20% ACC against isolated targets
|
|
|
|
|
| +50% ACC and +30% DMG vs Wavering or Fleeing enemies |
100% more Morale DMG |
Refill Ammo, reduce Suppression, and heal a Squaddie |
Gain adjacency ACC bonuses
|
|
|
|
|
| +20% ACC and +15% Armor Pen vs. Large Targets. |
Gain a Melee Attack that cannot miss |
Deploy decoys to distract enemies |
Up to +50% DMG against wounded enemies
|
|
|
|
|
| Can use a unique resource to gain 60 AP instantly |
Attract attention for 1 turn |
Ignores Suppression from dying Squaddies |
-30% Supply Costs for Armor
|
|
|
|
|
| ACC / DISC affected by squad size |
+150% SUPP inflicted by Squad Weapons |
Enemy AoE attacks only hit 1 Squaddie |
Reinforces the Squad mid-Combat
|
|
|
|
|
|
| Corlain excels at accomplishing mission objectives. |
+5% Defense and +5% Damage Reduction for each point of Concealment. |
Gain +1 Concealment when in Medium Cover or +3 when in Heavy. |
Sidearms Gain: +20% ACC, +50% DMG, +50% Armor Pen & Counter-Strike. |
+50% DMG when Concealed and close. Gain brief but significant Concealment for execution-style killings.
|
|
|
|
|
|
| Endeavored with destiny, the Spear of the Spine is not so easily broken. |
Weiwu's squad increases damage output to help replace the firepower of lost squaddies. |
+3% Damage Reduction after killing an Enemy Unit or getting Suppressed. The DR caps at 30%. |
-40% SUPP and +10% Crit Chance after losing the first Squaddie. Effect is mission-permanent. |
+40 AP and +100% Critical Damage if a move ends adjacent to an Enemy.
|
|
|
|
|
| +6% ACC and DISC for each enemy unit destroyed. Max 5x |
Makes 'Run Over' attacks vastly more deadly |
+30% Armor DMG |
Gain +40% Base DMG but lose -15% ACC
|
|
|
|
|
| +1 Cover Level provided by his vehicle |
Gain +10% ACC for adjacent allied infantry |
-4 AP movement cost when no medium or heavy weapons are equipped |
Prevents HP damage from the First Attack each Round
|
|
|
|
|
| Removes his vehicle's most severe defect |
Hardware cost -30% Supply in exchange for -30% HP |
+50 AP on ACTIVATION, but stunned next turn |
ACTIVATE: +100% CRIT CHANCE and +50% DMG / ARMOR PEN
|
|
|
|
|
| AP increases as HP decreases |
Gain 50% PEN when within 4 tiles |
-4 AP Movement Cost per tile. Briefly puts the Walker off-balance. |
33% HP cap on damage taken from any Enemy Attack
|
|
|
|
|
| Minimum 30% Chance to Hit |
-6 AP Move costs after shooting a weapon |
+20% ACC and +20% DMG vs. marked targets |
-15 AP cost for Heavy Weapons
|
|
|
|
|
|
| Bribe civilians or even some lowly enemy combatants to fight for you. |
Complete at least one Secondary Objective for free. |
For 40 AP, disable ANY kind of technical unit for 1 turn. |
+50% Damage against enemies flanked by Murdock and an Ally. |
Get a free follow up attack against low health targets.
|
Go back to the top of Unique Perks
Fixed Perks
Each character has access to X fixed perks that are the same for all characters.
| Perk |
Description |
Squad Leader Type
|
|
|
-2AP Move cost/-50% Deploy cost
|
Infantry
|
|
|
-50% AP vehicle turns. -4 AP for walker movement
|
Pilot
|
|
|
+10 ACC for each consecutive attack vs. the SAME target
|
Both
|
|
|
+3 Growth Potential
|
Both
|
|
|
+2 View Range and +1 Detection
|
Infantry
|
|
|
Expanded Accessory Slots by +1
|
Both
|
|
|
+3 HP per squadmate
|
Infantry
|
|
|
5% DEF for each tile moved this turn. Resets next turn
|
Pilot
|
|
|
+25% DMG and Armor Pen vs. Hardware
|
Pilot
|
Generic Perks
Each character has access to 6 generic perks that are shared with others but taken from a bigger pool of general perks.
| Perk |
Description |
Available to
|
|
Increases Deployment Zone |
|
|
Attacks have a +25% chance to inflict +50% more Damage |
|
|
+30% ACC and +20% DMG against suffering enemies |
|
|
Regain 30 AP after destroying a unit |
|
|
Mark a target within 10 tiles and gain +20% ACC against it for 2 turns |
|
|
+15% ACC and DEF when isolated |
|
|
Shoot back at an attacker |
|
|
+50% DMG against structures and buildings |
|
|
-35% to incoming Suppression |
|
|
-15% ACC for 1 turn inflicted on enemy suffering casualties |
|
|
-10 AP for next Standard Attack after moving |
|
|
Faster rate of fire when no Special Weapon is equipped |
|
|
+1 Cover Level. Has no effect when in Heavy Cover |
|
|
+20% Enemy Elements hit by AOE Weapons |
|
|
-10 AP Hardware or Special Weapon cost for consecutive usage. |
|
|
+1 Throwing Range and +30% ACC to ALL grenades |
|
|
Doubles DEF and DR when suppressed or pinned down. |
|
|
EMP'd hardware can still run at 50% AP |
|
|
15% Max HP/turn bleed effect inflicted on enemies |
|
|
+3% DEF for each tile of distance from enemy fire |
|
|
5 AP enter/exit of vehicles + more cover from vehicles |
|
|
+15% ACC when not Deployed or Pinned Down |
|
|
-10 AP Cost to use Accessories |
|
|
Dead enemies drop 1 refill for Special Weapon/Accessory |
|
|
-50% Decrease to Enemy Cover Bonus |
|
|
+30% ACC and +30% DMG against any enemy out of cover |
|
|
This unit can wait in combat to act later and gets +15% Accuracy. |
|
|
+25% ACC and +1 view range when stationary for at least 1 turn. |
|
|
No AP lost from being Suppressed |
|
|
TOGGLED: +50% ACC but subsequent attacks cost +40 AP |
|
|
+25% DMG and Armor Pen vs. Hardware |
|
|
-50% Supply Cost for Squad Weapons |
|
|
+1 Light Defect for each defect inflicted |
|
|
Defect thresholds lowered and prevents Heavy Defects |
|
|
5% DEF for each tile moved this turn. Resets next turn |
|