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.
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| Attacks disable enemy Special Weapons for one turn |
+2 Concealment |
+25% DMG and ACC attacking from Concealment |
+20% to maximum Weapons Range
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| 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
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| -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.
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| +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
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| 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
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| -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
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| +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
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| +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
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| +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
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| 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
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| ACC / DISC affected by squad size |
+150% SUPP inflicted by Squad Weapons |
Enemy AoE attacks only hit 1 Squaddie |
Reinforces the Squad mid-Combat
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| +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
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| +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
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| 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
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| 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
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| 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
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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
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-2AP Move cost/-50% Deploy cost
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+10 ACC for each consecutive attack vs. the SAME target
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+3 Growth Potential
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+2 View Range and +1 Detection
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Expanded Accessory Slots by +1
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+3 HP per squadmate
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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
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Increases Deployment Zone |
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Attacks have a +25% chance to inflict +50% more Damage |
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+30% ACC and +20% DMG against suffering enemies |
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Regain 30 AP after destroying a unit |
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Mark a target within 10 tiles and gain +20% ACC against it for 2 turns |
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+15% ACC and DEF when isolated |
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Shoot back at an attacker |
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+50% DMG against structures and buildings |
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-35% to incoming Suppression |
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-15% ACC for 1 turn inflicted on enemy suffering casualties |
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-10 AP for next Standard Attack after moving |
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-50% AP vehicle turns. -4 AP for walker movement |
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Faster rate of fire when no Special Weapon is equipped |
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+1 Cover Level. Has no effect when in Heavy Cover |
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+20% Enemy Elements hit by AOE Weapons |
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-10 AP Hardware or Special Weapon cost for consecutive usage. |
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+1 Throwing Range and +30% ACC to ALL grenades |
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Doubles DEF and DR when suppressed or pinned down. |
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EMP'd hardware can still run at 50% AP |
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15% Max HP/turn bleed effect inflicted on enemies |
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+3% DEF for each tile of distance from enemy fire |
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