Perks

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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.

Jane Darby

Attacks disable enemy Special Weapons for one turn +2 Concealment +25% DMG and ACC attacking from Concealment +20% to maximum Weapons Range

Charles Lim

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

Marta Carda

-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.

Edwin Pike

+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

Tekko'Beo Phosa

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

Jean Sy

-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

Kody Greifinger

+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

Fedor Yazhov

+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

J.G. Wetteroth

+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

Jacques Yves Vamplew

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
+30% ACC and +30% DMG against any enemy out of cover

Sachin Singh

ACC / DISC affected by squad size +150% SUPP inflicted by Squad Weapons Enemy AoE attacks only hit 1 Squaddie Reinforces the Squad mid-Combat


Harlan Corlain

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Corlain excels at accomplishing mission objectives.

Wu Wei

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Renu Rewa

+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

Gabriel Exconde

+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

Garry Boganwright

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

Achilleas Kainoo

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

Ivory Isom

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

Roisin Murdock

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Fixed Perks

Each character has access to X fixed perks that are the same for all characters.

Perk Description
-2AP Move cost/-50% Deploy cost
+10 ACC for each consecutive attack vs. the SAME target
+3 Growth Potential
+2 View Range and +1 Detection
Expanded Accessory Slots by +1
+3 HP per squadmate

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
-50% AP vehicle turns. -4 AP for walker movement
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
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