XCOM 2
Merist's Perk Pack
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M3r1st  [developer] 10 Jun, 2024 @ 12:02am
List of Abilities (under revision)
(AbilityName="M31_Aim") Aim Hunker Down confers +20 aim and +20 critical chance to the first shot on the following turn.
(AbilityName="M31_AlphaStrike") Alpha Strike Spend two actions to give all allies within 6 tiles an extra action. Usable once per mission.
(AbilityName="M31_Bandit", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Bandit Once per turn, restore 1 ammo after taking a shot with your primary weapon.
(AbilityName="M31_BattalionCommander") Battle Presence Reduce Combat Presence's cooldown by 3 Turn(s).
(AbilityName="M31_Botnet") Botnet Activate to allow your squad's standard shots to reduce the target's Hack Defense by 10. Lasts for 1 Turn(s). Has a 5 cooldown. Free action.
(AbilityName="M31_ColdBlooded") Cold Blooded Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning.
(AbilityName="M31_ConcussiveGrenades") Concussive Grenades Your damaging grenades disorient and have a 50% chance to stun enemies 1 action.
(AbilityName="M31_DeathAdder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Death Adder Special shot that deals 50% of the target's missing HP as bonus damage. Capped at +100% base weapon damage. Has a 3 Turn(s) cooldown.
(AbilityName="M31_Dervish") Dervish Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
(AbilityName="M31_Duskborn") Duskborn Gain +15 aim and +15 critical chance while concealed and for 2 Turn(s) after your concealment is broken.
(AbilityName="M31_Entrench") Entrench Increase defense by 30 and dodge by 50 until you move. Only works in cover. Does not put out burning. Reactivates certain effects.
(AbilityName="M31_Escalation", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Escalation Activate this ability to gain Escalation for 2 Turn(s). While Escalation is active, weapon gains +10 critical chance for every crit and +1 critical damage for every 20 critical chance above 100. Has a 6 Turn(s) cooldown.
(AbilityName="M31_EyeOnTarget", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Eye On Target Gain This One's Mine and Watchful Eye abilities.
(AbilityName="M31_Frostbane") Frostbane Gain +10 critical chance and +1 armor piercing. Gain +5 additional critical chance and +1 additional armor piercing per chill tier on the target.
(AbilityName="M31_GenevaSuggestion") Geneva Suggestion Grants a free Incendiary, Acid, and Gas grenade when equipped with a grenade launcher. Grants a free Phosphorous and Napalm rocket when equipped with a rocket launcher.
(AbilityName="M31_ImprovedSuppression") Improved Suppression Your Suppression and Area Suppression abilities also disorient the primary target.
(AbilityName="M31_Meld") Meld Immediately enter concealment that lasts until the start of your next turn. Has a 4 Turn(s) cooldown.
(AbilityName="M31_NeurotoxicShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Neurotoxic Shot Take a special shot that applies poison and disorients the target. Has a 6 Turn(s) cooldown.
(AbilityName="M31_Overseer") Overseer Gain Squadsight and Sniper's Watch abilities, but only when a sniper rifle is equipped as this soldier's primary weapon.
(AbilityName="M31_PerfectHandling", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Perfect Handling Negates the Aim penalty for long-range weapon shots.
(AbilityName="M31_Pinpoint", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Pinpoint Special shot that consumes all actions and gains additional aim, critical chance, and critical damage for each standard and non-movement action consumed. Has a 5 cooldown.
(AbilityName="M31_PipeBombs") Pipe Bombs Your damaging grenades inflict bleeding, dealing 1 damage per turn for 3 Turn(s).
(AbilityName="M31_Relentless", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Relentless Once per turn, gain an additional move action after taking a standard shot with your weapon.
(AbilityName="M31_SnipersOverwatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Sniper's Watch A specialized form of Overwatch. Take a reaction shot against an enemy that moves or attacks within a cone of fire.
(AbilityName="M31_SolidSnake", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Hunter's Focus Your <Ability:BoundWeaponName_M31> attacks have no long-range aim penalty and ignore 30 dodge.
(AbilityName="M31_Sparkfire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Sparkfire Special shot that sets the target on fire and detonates carried explosives. Costs 3 ammo. Has a 3 Turn(s) cooldown.
(AbilityName="M31_SuperheavyOrdnance") Superheavy Ordnance The item in your grenade-only slot gains two bonus uses and your grenades gain 3 tiles extra range.
(AbilityName="M31_SupplyPack") Supply Pack Gain Resupply Ammo, Bandage Throw and Supply Run abilities.
(AbilityName="M31_SuppressingFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Suppressing Fire Take a shot. If the target is still alive, suppress them. Has a 1 Turn(s) cooldown.
(AbilityName="M31_Suppression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Oppressor Gain Suppression (LWOTC). Additionally, gain Area Suppression when a cannon is equipped as this soldier's primary weapon.
(AbilityName="M31_TrainedSniper_Squadsight") Trained Sniper (Squadsight) Gain Squadsight when a sniper rifle is equipped as a primary weapon.
(AbilityName="M31_TrainedSniper_LongWatch") Trained Sniper (Long Watch) Gain Long Watch when a sniper rifle is equipped as a primary weapon.
(AbilityName="M31_RangeFinder") Range Finder Gain Squadsight and Long Watch when a sniper rifle is equipped as a primary weapon.
(AbilityName="M31_TraverseFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Stationary Fire After taking a standard shot with your weapon with your first action, gain an additional non-movement action.
(AbilityName="M31_Warbringer") Warbringer Grants +1 charge to every grenade equipped and your grenades' area of effect is increased by one tile.
(AbilityName="M31_AcidRoundsPassive", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Caustic Terror Your <weapon> attacks shred 1 armor and apply acid burning, dealing 2 damage per turn.
(AbilityName="M31_BleedingRoundsPassive", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Exsanguination Your <weapon> attacks inflict bleeding, dealing 3 damage per turn for 2 Turn(s).
(AbilityName="M31_Bloodlet", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Bloodlet Your <weapon> attacks inflict bleeding, dealing 1 damage per turn for 3 Turn(s).
(AbilityName="M31_ThermalShock", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Thermal Shock Your <weapon> attacks cause Thermal Shock, reducing the target's aim by 10 and defense by 10 for 1 Turn(s). Penalties are doubled against enemies immune to frost. Debuff doesn't stack.
(AbilityName="M31_ToxicNightmare", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) Toxic Nightmare Your <weapon> attacks inflict poison.
Last edited by M3r1st; 9 Feb @ 2:10pm