XCOM 2
Long War Perk Pack
 This topic has been pinned, so it's probably important
Pavonis Interactive  [developer] 11 Jul, 2016 @ 1:10pm
Full Perk Descriptions
These wouldn't fit in the mod description.

NEW PERKS

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

Airdrop: Grants an explosive grenade to the targeted ally.

Area Suppression: Fire a barrage that pins down multiple targets within a 3-tile radius, granting reaction fire against the first one that moves, and imposing a penalty all targets' aim until suppression is removed.

Bastion: Fortress now provides immunity to nearby teammates.

Body Shield: A targeted enemy receives -20 aim and -50 critical chance against the soldier.

Boosted Cores: Explosive grenades do one additional damage.

Bring 'Em On: Gain +1 damage on critical hits for each enemy you can see, up to a maximum of +8.

Center Mass: You do one additional point of base damage with your primary weapon.

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

Close Combat Specialist: During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.

Close Encounters: Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles.

Clutch Shot: Once per mission, fire a pistol shot that cannot miss.

Combat Awareness: Grants 15 defense and half an armor point when in overwatch.

Combat Rush: "When you kill an enemy, nearby allies temporarily receive bonuses to aim, critical chance and mobility. Five-turn cooldown.

Commissar: Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.

Covert: Enemies have 20% smaller detection range against you.

Cutthroat: Your melee attacks against biological enemies ignore their armor and have a +10 critical chance.

Cyclic Fire: Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have aim penalties. Four-turn cooldown.

Damage Control: After taking damage, gain two armor through the end of the next turn.

Damn Good Ground: Confers +10 aim and +10 defense against targets at a lower elevation.

Danger Zone: Area Suppression suppresses enemies in a 5-tile radius.

Dense Smoke: Your smoke grenades confer an additional 20 defense.

Depth Perception: Gain 5 aim and reduce enemies' dodge by 25 when at a higher elevation than your target.

Double Tap: Special shot: Fire two shots with your primary weapon at the same target. Requires both actions. Second shot is at a -10 aim penalty.

Emergency Life Support: Ensures the first killing blow in a mission will not lead to instant death. It also extends the time before the soldier bleeds out and dies.

Evasive: Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.

Executioner: Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.

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

Field Surgeon: Reduce wound recovery times for most soldiers.

Flashbanger: Grants 1 free flashbang item to your inventory.

Fleche: Attack any enemy within movement range with your sword. Deals +1 damage for every X tiles between your starting position and the target.

Formidable: Your gear includes an extra layer of protection, granting a bonus point of Armor and reduced damage from explosive attacks.

Full Kit: Grants +1 charge per grenade item in a utility slot.

Ghostwalker: Activate this ability to reduce enemy detection range by 40% for the rest of your turn as well as the following turn. Five-turn cooldown.

Grazing Fire: Missed shots with your primary weapon get an additional roll to become a graze.

Gunslinger: Take a reaction shot with your pistol against any enemy that moves or attacks within 8 tiles and a wide cone of fire.

Hard Target: Gain 5 dodge per enemy you can see, up to a maximum of +50.

Hit and Run: Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.

Hyper-Reactive Pupils: Gain +10 aim for your next shot with your primary weapon after a miss.

Impact Fields: Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.

Infighter: Gain 25 dodge against attacks within four tiles.

Interference: Gremlin cancels overwatch on targeted unit. Use three times per battle.

Iron Curtain: Special shot that does half damage but reduces target mobility for the following two turns. Cone-based attack with primary weapon.

Iron Skin: Incoming melee damage is reduced by 3.

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

Kubikuri: Special shot against most enemies who have taken any damage: Any critical hit kills them, but regular hits do half damage. Requires two actions and has a 4-turn cooldown.

Lethal: You do two additional points of base damage with your primary weapon.

Light 'Em Up: Taking a standard shot with your primary weapon as your first action no longer ends your turn.

Lightning Reflexes_LW: Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.

Lockdown: +50 to hit and 50% bonus damage against enemies who attempt to move when suppressed.

Locked On: Gain +10 aim for successive shots at the same enemy unit.

Lone Wolf: Gain +10 aim and +10 defense when 7 or more tiles distant from any ally.

Low Profile: Makes partial cover count as full.

Mind Merge: Grants bonus will and ablative hit points to an ally until the beginning of the player's next turn.

Precision Shot: Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown.

Rapid Deployment: Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.

Rapid Reaction: When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Resilience: Enemy attacks against you suffer a -50 penalty to critical hit chances.

RunAndGun_LW: Unchanged from vanilla but required to work with other abilities.

Savior: Healing abilities restore four additional hit points.

Sentinel_LW: When in overwatch, you may take two reaction shots.

Slash_LW: Attack an adjacent target with your sword. Uses one action.

Slug Shot: Special shot for primary-weapon shotguns only: Fire a shot with no range penalties. Uses two ammo. Five-turn cooldown.

Smart Macrophages: Heals injuries after a battle, lowering wound recovery time, and confers immunity to poison and acid.

Smoker: Grants one free smoke grenade item to your inventory.

Soul Merge: Increases effectiveness of Mind Merge by conferring larger bonuses to will and ablative hit points and reducing its cooldown period.

Snap Shot: You may take standard shots and enter standard overwatch with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range on all shots.

Steady Weapon: Gain +20 aim on your next shot with your primary weapon. Bonus is lost if you use actions or are wounded.

Sting Grenades: Your flashbang grenades have a chance to stun enemies.

Suppression_LW: Unchanged from vanilla but new version required to work with other abilities.

Tactical Sense: Gain 5 defense for each enemy you can see, up to a maximum of 20 defense.

Traverse Fire: After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.

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

Trojan: Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.

Walk Fire: Take a highly accurate shot with +30 bonus to hit but for half damage and -30 crit. Uses 2 ammo.

Will to Survive: Enemy damage is reduced by 1 when in cover and attacked through that cover.
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Showing 1-3 of 3 comments
okkebeltman 12 Jul, 2016 @ 3:35am 
Clearer if here:

Assault
Weapons
  • Shotgun
  • Rifle
  • Sword
Squaddie
  • Slash
  • Run and Gun
  • Sword Slice
Corporal
  • Close Combat Specialist
  • Close And Personal
  • Formidable
Sergeant
  • Streetsweeper
  • Hit Where It Hurts
  • Slug Shot
Lieutenant
  • Killer Instinct
  • Blademaster
  • Lightning Reflexes
Captain
  • Extra Conditioning
  • Aggression
  • Will To Survive
Major
  • Hit And Run
  • Rapid Fire
  • Close Encounter
Colonel
  • Bring Em On
  • Cutthroat
  • Resilience
Brigadier
  • Bullet Shred
  • Lethal
  • Untouchable

Shinobi
Weapons
  • Shotgun
  • Rifle
  • Sword
Squaddie
  • Phantom
  • Slash
  • Sword Slice
Corporal
  • Covert
  • Low Profile
  • Blademaster
Sergeant
  • Hunters Instinct
  • Lone Wolf
  • Shadowstrike
Lieutenant
  • Death From Above
  • Evasive
  • Cutthroat
Captain
  • Stealth
  • Hard Target
  • Bladestorm
Major
  • Shadowstep
  • Hit Where It Hurts
  • Infighter
Colonel
  • Ghostwalker
  • Deep Cover
  • Implacable
Brigadier
  • In The Zone
  • Hit And Run
  • Reaper


Sharpshooter
Weapons
  • Sniper Rifle
  • Pistol
Squaddie
  • Pistol Standard Shot
  • Steady Weapon
  • Squadsight
Corporal
  • Precision Shot
  • Return Fire
  • Snap Shot
Sergeant
  • Damn Good Ground
  • Lightning Hands
  • Deadeye
Lieutenant
  • Death From Above
  • Quickdraw
  • Executioner
Captain
  • Long Watch
  • Faceoff
  • Sharpshooter Aim
Major
  • Steady Hands
  • Clutch Shot
  • Kubikuri
Colonel
  • Kill Zone
  • Fan Fire
  • Lethal
Brigadier
  • Double Tap
  • Gunslinger
  • In The Zone


Ranger
Weapons
  • Shotgun
  • Rifle
  • Pistol
Squaddie
  • Pistol Standard Shot
  • Commissar
  • Light Em Up
Corporal
  • Walk Fire
  • Steady Weapon
  • Cool Under Pressure
Sergeant
  • Aggression
  • Will To Survive
  • Suppression
Lieutenant
  • Center Mass
  • Clutch Shot
  • Covering Fire
Captain
  • Grazing Fire
  • Fan Fire
  • Ever Vigilant
Major
  • Bring Em On
  • Gunslinger
  • Tactical Sense
Colonel
  • Lethal
  • Kubikuri
  • Kill Zone
Brigadier
  • Rapid Fire
  • Saturation Fire
  • Rapid Reaction


Specialist
Weapons
  • Rifle
  • Shotgun
  • Gremlin
Squaddie
  • Aid Protocol
  • Haywire Protocol
  • Intrusion Protocol
Corporal
  • Medical Protocol
  • Suppression
  • Combat Protocol
Sergeant
  • Flashbanger
  • Covering Fire
  • Smoke Grenade
Lieutenant
  • Field Medic
  • Scanning Protocol
  • Interference
Captain
  • Revival Protocol
  • Airdrop
  • Threat Assessment
Major
  • Field Surgeon
  • Cool Under Pressure
  • Trojan
Colonel
  • Savior
  • Ever Vigilant
  • Capacitor Discharge
Brigadier
  • Restorative Mist
  • Sentinel
  • Resilience


Gunner
Weapons
  • Cannon
  • Pistol
Squaddie
  • Pistol Standard Shot
  • Area Suppression
Corporal
  • Shredder
  • Holo Targeting
  • Steady Hands
Sergeant
  • Locked On
  • Will To Survive
  • Demolition
Lieutenant
  • Chain Shot
  • Cool Under Pressure
  • Walk Fire
Captain
  • Hail Of Bullets
  • Tactical Sense
  • Danger Zone
Major
  • Traverse Fire
  • Resilience
  • Lockdown
Colonel
  • Bullet Shred
  • Kill Zone
  • Iron Curtain
Brigadier
  • Cyclic Fire
  • Lethal
  • Saturation Fire


Grenadier
Weapons
  • Shotgun
  • Rifle
  • Grenade Launcher
Squaddie
  • Launch Grenade
Corporal
  • Heavy Ordnance
  • Steady Weapon
  • Formidable
Sergeant
  • Heavy Frags
  • Suppression
  • Smoke Grenade
Lieutenant
  • Will To Survive
  • Center Mass
  • Flashbanger
Captain
  • Biggest Booms
  • Locked On
  • Dense Smoke
Major
  • Traverse Fire
  • Tactical Sense
  • Sting Grenades
Colonel
  • Salvo
  • Resilience
  • Rapid Deployment
Brigadier
  • Volatile Mix
  • Lethal
  • Full Kit


Psi Operative
Weapons
  • Shotgun
1st
  • Soulfire
  • Stasis
2nd
  • Insanity
  • Inspire
3rd
  • Soul Steal
  • Stasis Shield
4th
  • Solace
  • Sustain
5th
  • Schism
  • Fortress
6th
  • Mindverge
  • Bastion
7th
  • Fuse
  • Domination
8th
  • Null Lance
  • Void Rift
Phrozehn 13 Jul, 2016 @ 10:02am 
Aesome mod. Question: Were there changes made to Psi Operatives? I didn't think so, so I disabled themand got the Gifted mod to get them from rookies and level up like normal soldiers.
Raine 23 Jan, 2017 @ 9:15am 
Thanks I've been using this to form builds when I have free time at work.
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