New and changed Perks
General/Psi/Genemods
Absorption Field: Damage reduction is capped at 40 percent of damage taken.
Automated Threat Assessment: Unit in overwatch gains +15 defense against first shot against him/her, and a half-point of damage reduction
Bombard: Throw all grenades at much longer ranges
Close Encounters: Old Close & Personal
Fast Mover: Unit gains +2 mobility (note 1 mobility roughly equals 2/3 of a tile in a straight line over even terrain)
Grenadier: Carry two HE, AP or Alien grenades in one item slot; throw grenades at longer ranges
Hard Target: Unit gains +1 Damage Reduction
HEAT Warheads: Rockets and grenades do additional damage to robotic enemies
Javelin Rockets: Increased rocket range, can now hit targets beyond visual range
Light 'Em Up: Old Bullet Swarm/Overdrive/Mectoid Plasma Barrage
Lightning Reflexes: All overwatch fire against this unit takes place at a 75% (not -75) penalty
Lock N' Load: +2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst
Lone Wolf: Bonus aim and critical chance if you are 7 tiles distant from allies
Neural Damping: Per vanilla, but soldier is ineligible for Psi training with this perk.
Neural Feedback: Protection potentially extends to nearby soldiers
Psi Shadow: Old Mimetic Skin (although not as powerful)
Ranger: +1 damage with your primary weapon and rocket launchers
Repair: Confers +2 charges for Arc Throwers
Packmaster: Vanilla Deep Pockets/Expanded Storage
Psychokinetic Strike: The Psi can blow up some cover in view
Sapper: +1 damage with AP and HE grenades, +2 damage with Alien grenades, triple environmental damage for all weapons
Sharpshooter: Bonus critical chance; bonus aim against targets in full cover
Smart Macrophages: Medikits and Restorative Mist heal more hp
Smoke and Mirrors: Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1
Smoke Grenade: Per vanilla, but if taken as a perk tree perk, deploying a smoke grenade as your first action does not end your turn.
Snap Shot: On snipers, per vanilla. On rocketeers, reduces the range penalty for launching a rocket after moving.Steadfast: Never panic from allies panicking, or being wounded or killed
Squadsight: As vanilla, but with -30% critical chance instead of crits being entirely eliminated. Also, overwatch fire cannot take place at critical ranges.
Suppression: Suppressing an enemy confers a -30 penalty to that unit's aim, reduces the range of all of his/her/its AOE attacks, and provides a free reaction shot if that unit moves. The reaction shot fires *after* the unit leaves cover.
Leader Perks:
Note that only the perks for the commanding officer on the mission are applied to the entire squad. A second, lower-ranking officer on a mission gains the perk bonuses only for him/herself.
Lead by Example: Squad leader shares will with nearby lower-will soldiers
Legio Patria Nostra: Squad receives +1 will per nationality in squad
Stay Frost: Post-mission fatigue reduced by one day
Semper Vigilans: Squad members receive bonus defense when in cover
Fortiores Una: Squad members receive bonus damage reduction when in cover
Into the Breach: Squad members at sergeant rank or lower gain +25% mission XP
So Shall You Fight: Squad members gain +25% kill XP
Band of Warriors: Squad members gain +2 aim bonus for each continent bonus that XCOM has earned
Esprit de Corps: Squad members receive will and defense bonuses.
So Others May Live: Squad members receive permanent aim and will stat increases when completing a mission under this officer with no soldier deaths, up to a maximum of +10.
Combined Arms: Squad reduces enemy cover-based damage reduction by 1.
Edited by johnnylump, 03 May 2014 - 04:49 pm.