Assault perk 1
After killing an opponent, receives additional AP to use in same turn. Once per turn.
Assault perk 2
Thrown like a grenade. Deactivates enemy unit overwatch in radius of explosion, and for units with explosion in their observation cone.
Heavy perk 1
Regenerate your armor every turn. Triggers automatically at the beginning of the turn.
Heavy perk 2
Unit charges, striking everything before it and pushing objects away.
Scout perk 1
Increases unit's range of movement, but disallows equipment use during that turn.
Scout perk 2
Unit scans the area, revealing all hidden units and mines. Effect lasts for one turn.
Support perk 1
First aid kit, thrown like a grenade. Automatically heals unit on contact. It can also heal opponents, so be careful where you throw it.
Support perk 2
A syringe full of adrenaline, thrown like a grenade. On contact, targeted unit receives additional 50 AP - even exceeding base value. Also works on opponents. Can be overdosed.
|Unit||Selected in briefing||Games won with this unit||Games won with this unit survived||Games won when this unit died||Games lost with this unit||Games lost with this unit survived||Games lost when this unit died||Average AP used by this unit per game|